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Lazarillo

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Posts posted by Lazarillo

  1. SONIC RESONANCE

     

    DISRUPTION FIELD. Lower endurance cost of from 1.04/sec to 0.52/sec. No reason for it to be as high as it is. The current endurance cost completely wrecks some potential builds, such as Fire Control/Sonic Res based on toggle costs alone.

     

    LIQUEFY. We are in an age where nukes are crashless and recharge in 2.5 minutes yet this power has a 5 min recharge. Based on what this power does, a correct base recharge time should be around 90 to 120 seconds, not 300.

    Just these two things, really, and Sonic's in great shape.  Still not going to be soloing it in many cases, but nothing I'd complain about.  Too much.

  2. Got my Beasts/Cold to 32 yesterday (and thus the final upgrade), and I only have one TF under my belt with that at this point, but the seem to melt spawns pretty well.  I did get stuck kinda accidentally soloing a couple mobs and made it to the finish line, so they're definitely a wrecking crew.  My particular build is a touch luck-oriented, though, because while the Defenses all work pretty well (my pets are damn-near soft-capped), at their best, each one goes down in maybe two hits.

  3. [glow=red,2,300]Vengeance + Fallout[/glow]

     

    the-simpsons-mr-burns-muahahaha-evil-laugh-gif-4482837.gif

    Oh, that reminds me:

    Unchain Essence + Dark Extraction.  The Warshade Hunters let nothing go to waste.

    Or better yet Eclipse -> Sunless Mire -> Black Dwarf Mire -> Quasar -> Unchain Essence -> Dark Extraction -> Stygian Circle and ready to go again next round.

  4. It's really not very good. It's mag 1 mez protection, when most mezzes are mag 3. There's a few that are only mag 2. Maybe the superior version is more protection, but I think it only procs more.

    Good to know.  I take it that means it does stack, but not with enough duration to be practical, either?  I'm eyeing the set anyway just kinda for the bonuses, but that might mean I put off slotting that particular enhancer until later in the build.

  5. Assassin Strike, yes...just use it when not hidden.

     

    Snipes, I presume, would work just like any others (despite the longer interrupt time Stalkers normally get), but I'm not sure there's a method by which Stalkers can make that level of ToHit Buff permanent on their own.

  6. So the description on this enhancement doesn't go into much detail, and I'm curious as to its level of effectiveness.  It says it procs on average every 20 seconds, but doesn't really say how much it does.  Does it offer straight status protection, or just shorten durations?  How much of whichever does it give?  How long does it last?  Does it stack with itself?  I'm trying to decide where to slot it.

  7. So I notice that numbers window for Beam Rifle's Snipe power seems to be mostly blank.  The damage seems a little higher than Lancer Shot, and I'm not 100% sure, but I think that it does Knockback, rather than Knockdown.  Pine's indicates the latter as well, but with regards the former, indicates slightly lower damage, and I've heard that it's got a few numbers off so I'm wondering if anyone else can confirm?

  8. As someone who was on the failed run this week, and was not capable of preparing as was requested (and, no doubt, needed, I'm not trying to undersell it!) for tonight, I wish you all a big fat congrats!

  9. That being said Life Drain allows you to dip into epics for the damage you seek, albeit single target damage, but you will be hitting near as hard as a stalker.  If you want to do damage at 35 you can take Energy Transfer from the Epic pools.  With the snipe being as good as it is right now and having Energy Transfer you have a two punch combo worthy of any damage dealer, just follow up that ET with Life Drain and you're all good.

    That's a pretty cool synergy idea, (my Ice/Martial uses ET for Single Target damage and Life Drain would definitely help offset its unique cost) though I'm trying to keep things pretty strictly ranged in this case.  Also, how do you keep the Snipe in-rotation.  Overslotting Tactics?  I didn't think it should be possible with /Dark Assault.

     

    Psi would actually get my vote for best ranged set. Trouble is, the two set defining powers are PbAoE that beg you to be in the middle of things. If you don't mind that, you can effectively play it from range and make use of the immobilize and knockback to keep things at range.

    Psi's an interesting idea, but doesn't really fit the character I'm trying to build (the character in question is actually two people working together, so I want both powersets to be very distinct from each other).  And yeah, I feel like I could do "better" with Psi on a different character (I've become a real Domaholic since Homecoming launched) anyway due to the PBAoEs.

  10. What primary are you using? I've got an Earth/Fire Dominator and I don't feel like I need more mitigation while I'm burninating everything. However, Earth is also one of the heaviest control sets so a lighter control set may want the extra mitigation.

    I'm doing Mind/ as a Primary, so, yeah, I've got a fair amount of mitigation from Control as well.  The fact that Mind doesn't get any pets for bonus damage also felt like more a point in Fire's favor, too.  Having made another Dominator to 50 this past week, though, and finding a tendency to squish very easily when controls aren't viable has been making me second-guess my approach to mitigation, though, so I'm trying to get a good feel for the new one.

  11. Trying to decide on a secondary for a ranged-focused pew-pew Dominator. I've been doing /Dark so far, and it feels a tad underwhelming, though it's still fairly new and I suspect some of that is just the teenage blues.  Still, Fire does what Fire do, and I've realized it'd be much higher damage with this concept, and, well, Dominators should be dishing out that damage.  But sticking with Dark will get the ToHit Debuffs, Life Drain, and even be able to boost controls via Gather Shadows, so I'm not sure...its utility may outweigh the hit in damage.  Anyone with practical experience on how the two go care to chime in?

  12. My main for the last year or so of the game back in the day was a Time/Radiation Defender, and he's also been my most-played since the grand re-opening, for the most part.  That said, he's kind of the AT exception rather than the rule; I don't do a lotta Defenders, and I like him primarily because he plays kinda like a Tank in most content anyway.

     

    However, if I look at number of characters, it sure doesn't seem to be.  I was primarily a melee/Scrapperman back in the day, but outside of my main, I've been heavily into Dominators since the return.  I've wanted to do a new Scrapper, but I can never quite manage to get into the one's I've tried making (or remaking) so far, so I only have one "active" on my roster currently...less than anything else, more or less (I group both HEATs into the same "AT", so since I have one of each, I have two of those...).

  13. So, another fun fact I've learned about Envenomed Blades recently. It procs off of Incarnate Judgement abilities, too.  Not massively, or anything, but it seems to be enough to finish off some of the weaker enemies that might be just barely left alive.

  14. I guess what my rambling is about is, when did CoX become just another gear check, this is not WoW people, and even the underdog can be a hero on a daily basis if given half the chance to do so.

    With Incarnates.  Kinda.  Sorta.  The thing is, you are mostly correct, just about any make-up of any team can do about 99% of the content in the game.  However, there are still situations where, if you bite off more than you can chew, you're gonna have a bad time.  For example, my SG back in the day ran a Numina TF back when it was always "set" to the highest possible in-range level (39) and all of us were the minimum required (35).  Lemme tell you, +4 Nemesis Vegeance and +4 Devouring Earth emanators...those aren't fun.  We did persevere and finish eventually, and now you're thinking "okay, but that sounds like you're just affirming CoH isn't a gear-check game", but here's the difference: those missions ain't timed.

     

    9 times outta 10, if I see someone asking for specific "gear", it's for Incarnate stuff, which you can't just "knuckle up" for, particularly if it's also badge related (which is probably a good half of those 9/10 times).  When you're up against what are effectively level 57s, and you've got to do it in a limited amount of time, having people with the requisite Incarnate powers is kinda crucial.  And even for the un-timed ones, with Apex and/or Tin Mage, having an Alpha is a requirement by the game, not the player (just the same as a level 28 character can't join a Manticore TF).

     

    I do still occasionally see people setting bars outside of that, but they're pretty rare (and, yeah, those sorts of people were in the game back in the day, too).  So I don't think things have really changed much.

  15. The +1 mag won't really benefit you too much. You're better off going support or assault. The passive bonuses for both of those will also outclass control's bonus.

    Yeah, about what I'd expected, but just wanted to be sure.  It was one of those "this could be great if x, and y, and z all work", but I sorta assumed that things wouldn't be that easy.  I'll prolly just stick to Assault then.

  16. One other question, if anyone can clarify, I'm going through Incarnate powers and I'm trying to decide on what Hybrid to slot.  I'm waffling between the Assault Radial (for the Doublehit) or the Control Core (for the extra mag and the doublehit to Controlled types).  I'm not sure what controls trigger the "Waylay" effect, though.  If it's only the same ones as trigger Containment, then with my build, there's not much point (plus, while the +1 does have its uses, they are somewhat less with Permadon, and the passive, while nice while I'm building up to Domination, is pretty much useless once I start firing it.  However, if the Control Core can add a +1 to to the Confuse in Arctic Air and my Interface slot (I went Cognitive), that's potentially pretty awesome, and part of it, admittedly is pure uniqueness; the Control Hybrid is typically the least useful, IMO, so it's kinda fun to have an excuse to use it.  I'm just not sure how much I'd actually benefit.

  17. I seem to remember the first time I tried it way back in the day, the ice shards for Cryo Judgement were really large and actually kinda came from behind the character like a wave.  Just tried using it for the first time today and, well, it's not exactly that.  Compared to the other Judgements, it seems really lacking in its current form.  Was the visual fx turned down (maybe for customizability?), is it just that the low tier ones look wimpy and it looks cooler at higher ones (I'm still only at common), or is my memory just totally off?

  18. Caltrops was taken because I didn't know what else to throw in. It was just a set mule, but it's up frequently that you can spam it and get the proc to go off even if it doesn't off the first time.

    Well, some powers that I can "throw in" and still have be moderately useful are what I'm looking for, so this is sounding pretty good at the moment.

     

    I wouldn't go to maneuvers because that's just more endurance being drained from you. Combat jumping provides an easier method of moving through the maps. You can also put the celerity stealth proc in sprint if you so desire to do that.

    Yeah, I was kinda on the edge with it.  Maneuvers is slightly more defense, and it hits the whole team, but the Endurance cost is the tricky bit, doubly so if I tried to take Assault or Tactics.  I may still look into them if Ageless does indeed keep my Endurance nice and topped off, but it sounds like for the moment SS+Proc for stealth is the safer bet.

     

    Out of curiosity, what would be your taking on trying to move slots for Kismet, and replacing Shuriken Throw with Masterful Throw?  I'm leaning against it since my build works okay right now, and Masterful Throw doesn't fit into the build until late anyway, meaning one less attack when exemped down, but I'm still a little curious to consider it...3½ times the DPA is not to be sneezed at, but then again, again, even slotted and factored into the Recharge build I have, it has a higher Recharge than Shuriken Throw does at base, so I'd also be able to use it a lot less.

  19. Hmmm, the Annihilation proc in Caltrops is a nice touch.  I'd sorta considered and then disregarded that power because I figgered I have enough AoE and slow/fear.  However, if the -Res is reliable, then it might be something to consider.

     

    That leaves one power, maybe switching Combat Jumping for Maneuvers from Leadership and taking another power from that pool, since there's nothing else worthwhile in Leaping.  The end drain will get better before it gets worse, but I'm reasonably confident Ageless + Permadom will solve most of my Endurance woes.  Alternatively, I can take Super Speed and put the Celerity proc in it for full stealthing...

  20. Got to 47 on my alt that's far more fun than it has any right to be, and now that pretty much anything's in my grasp, I'm trying to put the finishing touches on the build plan.  Most notably, I'm out of slots, but have two powers left, and am not sure what I want to take from them.  I can probably rearrange a few things, but I could use some tips on what and where.  A few notables, then the build below:

     

    • Endurance is my greatest Weakness  Arctic Air sure sucks a lotta wind, but I definitely don't want to drop it.  I'm hoping that the eventual introduction of Ageless will solve all my problems.
    • Dropping the kicks also ain't negotiable, they're also part of the concept, and I plan to keep 'em.  If anything, I am open to suggestions about working Fighting.Kick into my chain!  Or maybe Jump Kick, too!  (Okay, that might be going too far...)
    • Similarly, flying is just part of the concept, and that means Afterburner too since regular fly is kinda slow.
    • Last non-negotiable bit is Overwhelming Force in Trick Shot.  In addition to just kinda being handy, the only thing more fun than Trick Shot on its own is Trick Shot and watching enemies literally bounce when they get hit with a Bounce.
    • My target Defense goal was 20% or more to all so that I can soft cap with a Medium purple.  I am only just there.
    • I don't really feel like Ice gets much mileage out of Perma-Hasten/Dom but circumstances conspired to allow it, and I ain't complaining.
    • Related to that, Envenomed Blades ended up near Permanent too and if I can swap in a Kismet somewhere, that means I could use Masterful Throw as a "normal" attack...might be worth looking at that over Shuriken throw, but as noted, right now I'm feeling starved for slots.
    • I'm not committed to Primal Force as my APP, but I'd prefer not to have my heroic character go the moral low ground for a Patron, at least, and, well, damn, Energy Transfer is sexy anyway.  Still, I'm up for suggestions/excuses.
    • Finally, I'd prefer not to Purple the build too hard.  I am not a rich man.  I've managed to get the PvP IOs and ATO set by pooling Merits from several characters, but even that spread me a tad thin.  If there's some real benefit, it's worth considering, but I'm trying to save that for kind of a last resort.

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Level 50 Magic Dominator

    Primary Power Set: Ice Control

    Secondary Power Set: Martial Assault

    Power Pool: Flight

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Ancillary Pool: Primal Forces Mastery

     

    Hero Profile:

    Level 1: Block of Ice -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(7), Dvs-Acc/Dmg(9), Dvs-Dmg/EndRdx(37)

    Level 1: Shuriken Throw -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg(13), Dvs-Dmg/EndRdx(19), Dvs-Acc/Dmg/Rchg(17)

    Level 2: Thunder Kick -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/EndRdx/Rchg(11), CrsImp-Acc/Dmg/Rchg(15), CrsImp-Acc/Dmg/EndRdx(34)

    Level 4: Trick Shot -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(5), OvrFrc-Acc/Dmg/End(7), OvrFrc-Dmg/End/Rech(9), OvrFrc-Acc/Dmg/End/Rech(19), OvrFrc-Dam/KB(37)

    Level 6: Arctic Air -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprAscoft-EndRdx/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(45), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50)

    Level 8: Fly -- Empty(A)

    Level 10: Spinning Kick -- Mlt-Dmg/EndRdx/Rchg(A), Mlt-Acc/Dmg(11), Mlt-Dmg/EndRdx(13), Mlt-Dmg/Rchg(15), Mlt-Acc/EndRdx(34), Mlt-Acc/Dmg/EndRdx(46)

    Level 12: Ice Slick -- EndRdx-I(A), RechRdx-I(50)

    Level 14: Hover -- LucoftheG-Rchg+(A)

    Level 16: Envenomed Blades -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(17), AdjTrg-ToHit/Rchg(43), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-ToHit(48)

    Level 18: Afterburner -- Flight-I(A), Flight-I(45)

    Level 20: Dragon's Tail -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(21), Mlt-Acc/EndRdx(21), Mlt-Dmg/Rchg(23), Mlt-Acc/Dmg/EndRdx(23), Mlt-Dmg/EndRdx/Rchg(46)

    Level 22: Kick -- Empty(A)

    Level 24: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(25), StdPrt-ResDam/EndRdx(43), StdPrt-ResDam/Def+(48)

    Level 26: Glacier -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(27), BslGaz-Acc/EndRdx/Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(29), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-EndRdx/Rchg/Hold(40)

    Level 28: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(29), LucoftheG-Rchg+(43), LucoftheG-Def/EndRdx(48)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(40)

    Level 32: Jack Frost -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), BldMnd-Acc/Dmg/EndRdx(34)

    Level 35: Energy Transfer -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(36), CrsImp-Dmg/EndRdx/Rchg(36), CrsImp-Acc/Dmg/Rchg(36), CrsImp-Acc/Dmg/EndRdx(37)

    Level 38: Explosive Shuriken -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Acc/Dmg/Rchg(40)

    Level 41: Temp Invulnerability -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(42), ImpArm-ResDam/Rchg(42)

    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)

    Level 47: [Empty] -- Empty(A)

    Level 49: [Empty] -- Empty(A)

    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 -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 1: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(50)

    Level 1: Hurdle -- Empty(A)

    Level 1: Stamina -- EndMod-I(A), EndMod-I(25)

    Level 1: Swift -- Empty(A)

    Level 50: Agility Core Paragon

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 0: Portal Jockey

    Level 0: Freedom Phalanx Reserve

    Level 50: Ageless Core Epiphany

    ------------

     

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