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Coyote

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Everything posted by Coyote

  1. What? Are you just trolling, or are you just not realizing when your question is unclear or not reasonable?
  2. Updated build: just realized that I copied from an Illusion/Storm, who didn't have a need for personal defense so she didn't have the Fighting pool. This version has Fighting for better resists and defenses:
  3. Absolutely, if you build for Ranged Defense so you survive. Offense isn't much of a problem, /Storm alone can generall beat or come close to an AV's regeneration, and Gravity is good at single-target damage. Certain AVs who debuff Defense would be quite hard, though. However, in your build, I can see that you clearly built for S/L defense, and not capped... that would be a problem when fighting S/L AVs, because 36% defense against a +1 AV, with no other strong defense = dead. And that's against a S/L AV, who doesn't debuff Defense, which is the BEST case scenario. So in the best case... you'll still get killed, and pretty fast. In worse cases, like an AV who lowers Defense or who does mostly damage without a S/L component, it's going to be ugly. My best overall suggestion is to just make a 2nd build for soloing AVs. Then you can avoid AoE powers on it, no wasted team buffs, etc, and just focus on building Defense. You ARE a ranged Blaster-type (high damage, almost no defenses), with a bit of of Defense from Steamy Mist and nothing else, but no Sustain power. So you really have to hit 40+ in your Ranged Defense, if not 45... plus some decent AoE. You can actually plan on running Hurricane (it's still about a 5% debuff or so even against AVs, so it's better than many pool Defense powers), since you can Immobilize an AV and not worry that they'll come at you. Some design concepts for such a build are: almost every fully-slotted power should give +Defense if possible. If not, then +Recharge is acceptable, but Defense is your primary goal. If you don't manage mez protection, then carrying Break-Frees will be needed for almost all AVs... if you do set up for mez protection (45+ with Clarion, or Indomitable Will or Rune of Power), then you can carry Lucks to help get the defense up. I like the build that you have for general soloing, but powers like Frost Breath/Ice Storm, which I personally love... are useless against the AV. So it has to be changed drastically. BTW, one change to make on even this build is in Tornado: get the Overwhelming Force KB2KD converter since it also enhances damage, then you can change the Acc/Dam IO to an Acc/Rech and get better Recharge in Tornado. Here is a sample build, going into the Mu pool to add Resists behind the Defense build (and to get a Heal since the Guardian has a decent Heal Other power). I'm not happy with the AoE Defense, and I'd like to proc out at least one attack for more damage, but it has a much better chance against pretty much any AV:
  4. To add to this: you can slot Flashfire for Control and, let's say, get 33 seconds out of it. Or you slot it for damage via PROCs, and get only 23 seconds of Stun out of it, but 300 damage... that 300 damage makes you safer than the 10 extra seconds, because you're now one APP AoE away from removing all of the minions off the map. And Bosses aren't Stunned anyhow unless you get an Overpower result, so the extra 10 seconds of Stun on LTs isn't as useful as 300 more AoE damage in a huge radius. And by "useful", I mean in a damage mitigation topic, not even considering that faster kill speed is better. But just defensively, more damage in a large AoE is a GOOD DEFENSE.
  5. If you can get a SG or team of friends to do this, and they all set up Stalagmites with max damage procs (4), each does about 300 damage at level 50. Then you end up needing to stagger them, or else when an entire team raises the tectonic plate under a spawn, the spawn just about disappeared. You can stagger 2-3 Stalagmites, 2 VG, and Tornadoes into every spawn, and go to the next in ten seconds or less. And the mobs never know what hit them 😄 ... other than that it hurt a lot.
  6. Just to offer the opposite viewpoint: There isn't much more fun available than catapulting a spawn of mobs at an unprepared Blaster. Why minimize the fun factor by warning them? 😄😈
  7. A Tornado inside a Lightning Storm wrapped around a Singularity, of course 🙂 ... that way, Singy is free to hold your beer 😉 . You don't want Tornado holding your beer, trust me on that.
  8. I don't think it has an interrupt period, and the zombies move like they're Speed Boosted. They come in fast, hard, and blow up. The good news is that the explosion isn't as bad as the Embalmed Abominations, but having 5-6 of them come in and go BOOM! was not pleasant for my MM. The main trick is to hammer them with a knockback attack, and try to finish off a couple of them after that before they get up and come to you... you can take a couple of them exploding, you just don't want to get a faceful of them exploding at once. So give up on the idea of avoiding all of the explosions (unless you're a Hover-Blaster, in which case you can just snicker at them), and just focus on lowering the numbers that get to reach you. A large team triggering a large ambush of these could do very well by having enough AoE to blasts them before they get to you... or could get wiped in one cool fireworks display, depending on how ready they are and what AoEs they have ready at that level.
  9. Burnout does recharge pet summons, but it's not a big deal for Beasts... it's only relevant for Thugs to get double Gang War. And maybe for Demons? I assume they can get double Hell on Earth (on different demons), but I don't recall for certain. Beasts, however, should not be resummoning the beasts so often that they would need Burnout, and if you are in a situation where you're summoning that fast, probably Siphon Speed and a fast retrograde tactical maneuver is better than summoning again into a losing fight. Mmmm, Hasten 🥓 .... yummmy
  10. Coyote

    First solo AV!

    Gratz. Clearly, Regen needs nerfing. 😛
  11. The Fear in Leadership isn't really useful for most builds, but Provoke by itself is not a bad choice for Masterminds. It gives you the option to run a Tankermind build if you want to.. with Beasts I generally wouldn't as they are quite sturdy, but that doesn't mean that having it in the toolbox is a bad thing. Maneuvers/Tactics is always a good choice for Masterminds. Personally, I'd go with Hasten. Because, well, it's Hasten. Kinda like bacon, only better 😄
  12. The funny thing is that you can use Fold Space to bunch mobs up, then the AoE Immob to keep them in place, then Gale to keep knocking them down in place. So the same set of powers that could be used to annoy people could also be used usefully by some user. Also, for maximum annoyance potential, make a Grav/Storm. WAY better than Grav/Nrg, and actually great when soloing. Then when the team starts to complain about the Wormholing, Space Folding, AoE Immobing, Dimention Shifting, Hurricaning, Tornadoing, and of course, the Gale-ing... you say "Hold my beer. Actually, nevermind, Singy can hold it", and destroy the next spawn alone. THEN you go back to Space Trolling 😉
  13. I really like Beasts/Kin if aiming for a perma-Fortify build or close to perma. Soft-capping defenses, backed by resists and heals, while also having the high damage of Fulcrum Shift, makes them very effective at higher levels, where most MMs start to tail off. Tail. Off. Hehe, I kill myself. 😛 One thing to note about problem mobs: the second upgrade gives the Lionesses a PBAoE Stun growl on a 2 minute timer, and the Frost Wolf a PBAoE Fear howl on a one minute timer. Both are Mag 3. So you can expect problem mobs to start most fights Stunned if you tell the beasts to run next to them before starting to attack. That can sometimes stop a big AoE alpha from coming in at the start of a fight and messing up with your plans, and the speed with which they close from "out of aggro" to "facemunching" range usually means they open the action even against ranged attacks.
  14. Thugs and Demons are the two best primaries. /Time is an excellent secondary, stronger on the defensive side. Both primaries have a recharge-based summons that works well with the +Recharge from /Time. Thugs/Time will easily soft-cap Defenses with Farsight. Demons/Time can get good Defense backed up by good Resists and Heals so they're less vulnerable to CDF.
  15. Beasts/Kin is an excellent pairing. However, I don't think that ID is a great benefit to it, because... the status effect protection looks like it's flagged to only affect the primary target. The Smash/Energy resistance goes 30' wide, but the status protection doesn't 😞 City of Data - MM / Kin / Increase Difficulty
  16. Leaping should carry procs over, but the first attack is a single-target attack with a Recharge of 14, and the jumps are treated as 10' AoEs with a Recharge of 10, so the chances for procs to happen on jumps will be a lot lower than on the primary target. Although, slotting Recharge into the power won't lower the proc chances for the jumps. The jumps are supposed to be coming from a summoned entity, not from the mob hit, so I don't think it should be affected by mobs dying... I know my Jolting Chain, which uses a similar mechanism, has gone around and killed 2-3 targets at the end of a fight, so that one at least will continue past a dead mob.
  17. Actually, where are the tear gas grenades, flashbang grenades, tasers, etc... I want Gadget Control. And it would go nicely with a Gun Assault set, too.
  18. Is the cake proc'd? Or just processed?
  19. Well, in the end, there are only two baseline topics in CoH: Hamidon, and Nemesis. And since no one is talking about the size of the Nemesis, it must be about Hamidon 😉
  20. Absolutely. Robots have the same duration on their Full Auto Laser, for comparable damage, and can't even slot -Def procs to help out the damage. And I think either the Assault Bot or the Commando, I forget which, might also have like a 6 second animation on their Flamethrower. Some of these ridiculous animation times really need a balance pass desperately. Bots at least are okay because they have some OTHER attacks that are great (Incendiary Swarm Missiles are broken in the other direction), but Mercs really have no exceptionally good attacks to balance out their exceptionally bad ones.
  21. Running it that way, it definitely sounds doable. And if you had reason to run a "all-arcs" character, it wouldn't even be really going out of your way... you're generally using SOs/IOs for a while, and if you slow XP gain to run all arcs, then you should get enough recipes that when you get access to the 30-50 groups you can start slotting your real build pretty early. Not really far behind one that uses the auction house.
  22. The only catch is that you get a lot more levels and power slots early than you get recipe drops and merits, because you don't have to kill as many mobs per level. Until you're solidly into the 30s, you won't be able to set up many sets. Of course, it's not that uncommon to run SOs/IOs into the late 20s or low 30s anyhow, so I guess it wouldn't be such a great difference. Of course, you won't be running in the teens with the uniques from Panacea, Shield Wall, or Gladiator's Armor, though you might manage Steadfast and Kismet. But it wouldn't be that much worse than playing a character without transferring INF to it.
  23. Huh? I agree with most of the rest of the post, but this seems weird. It is less efficient to use converters to switch IOs to ones that are useful for a build. But it's possible, and as long as you're using a lot of converters for multiple characters, so you don't feel like converting out a useful Positron because you're only looking to get a Numina's, you can get a lot of useful IOs from dropped recipes. Sets that you can't convert into, like ATOs, those may be hard. But as long as you're running solo story arcs (and soloing TFs, if other shards let you do that), you can get enough merit rewards to get a lot of converters, and them convert dropped recipes into a lot of useful IOs. Instead of hitting 50 with all of my IOs prepared, I figure it should be possible to hit 50 with at least 50% of my IOs slotted right, and a good start on the rest. That's still way better than live, though.
  24. Gosh, especially for leveling until the 30s, Deceive is your second or third-best power behing PA and maybe behind Blind (or maybe not). Absolutely take it and learn to use it. It only becomes of low value at high level when you're fighting too large spawns to bother mezzing a single target. The Energy Font is the IO that has Recharge/Energy Font... the Font is a summoned pet that lasts for 20 seconds, and does AoE damage with a tick aura that has a chance to Stun. Damage is 66 at level 50, so it's almost as good as a damage proc, but it's AoE so it can get AoE damage out of a single-target power. Alternately, when used with an AoE power, only one target has to trigger the proc in order for the Orb to be summoned, so it gets more reliable than a damage proc when you're hitting a lot of targets. On the downside, it's a 20 second DoT, so you generally won't see all of the damage applied. It does have a Stun effect and does draw aggro, though, so it has uses beyond just more damage. I like it in Spectral Terror, Tornado, and Poison Gas Trap (on a /Poison, I don't know if the Traps version can slot the ATO set in its version of Poison Trap or not).
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