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Fedifensor

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Everything posted by Fedifensor

  1. Is anyone else having trouble with the knights in the Night Ward? Some of them (the Dread Templars in particular) laugh off my holds and immobilizes. My Gravity/Time couldn’t get a hold to stick, even using Time Crush, Time Stop, and Gravity Distortion (which should be Mag 7 worth of holds stacked on the target).
  2. This includes the IO's for recharge intensive pets that say they can't be slotted into a mastermind pet?
  3. So, this may be a silly question, but has it been confirmed that the auras stack?
  4. I play a Gravity controller, and Arcane Bolt is a huge addition to my attack chain. Most of my damage is Smashing, and having an Energy attack is huge when fighting things like Spectral Demons.
  5. I'm trying out a Rad/Bio build as well. It looks to be perhaps the best PBAoE brute in the game, with 2 damage auras and multiple PBAoE attacks. However, it's a late bloomer, with the majority of the PBAoE showing up at level 32+, and the second damage aura does not appear until 35. Most of the powers are useful, so it's hard to figure out what to skip to fit in powers like Tough, Weave, and Hasten.
  6. Followup question - Singularity can't be healed, but will Spirit Ward (from Sorcery) work?
  7. I'd like to see something that is more of a leveling build than something showing all the endgame enhancements that cost a lot of Influence to get. For an midgame example, here's my character's build at 21. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Temporal Anomaly: Level 21 Science Controller Primary Power Set: Gravity Control Secondary Power Set: Time Manipulation Power Pool: Sorcery Hero Profile: Level 1: Lift -- Tmp-Acc/Dmg:24(A), Slv-Acc/Dmg:20(3), Slv-Dmg/EndRdx/Rchg:24(5), Dmg-I:20(11) Level 1: Time Crawl -- Acc-I:15(A) Level 2: Gravity Distortion -- Prl-Acc/Hold/Rchg:20(A), EssofCrr-Acc/Hold:24(3), EssofCrr-Acc/Rchg:24(5), EssofCrr-Acc/Hold/Rchg:24(11) Level 4: Mystic Flight -- EndRdx-I:20(A) Level 6: Propel -- Tmp-Acc/Dmg:20(A), Dmg(7), Slv-Acc/Dmg:24(7), Slv-Dmg/EndRdx/Rchg:24(9), FarStr-Dmg/Rng:24(9), FarStr-Dmg/Rchg:24(19) Level 8: Crushing Field -- Acc-I:15(A), Acc-I:20(21) Level 10: Temporal Mending -- Heal-I:20(A) Level 12: Arcane Bolt -- Tmp-Acc/Dmg:22(A), Slv-Acc/Dmg:22(13), Slv-Dmg/EndRdx/Rchg:24(13), Dmg-I:20(15) Level 14: Temporal Selection -- RechRdx-I:15(A) Level 16: Gravity Distortion Field -- Acc-I:20(A), Acc-I:20(17), RechRdx-I:20(17) Level 18: Distortion Field -- RechRdx-I:20(A), RechRdx-I:20(19) Level 20: Time Stop -- EssofCrr-Acc/Rchg:20(A), EssofCrr-Acc/Hold/Rchg:20(21) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Sprint -- Empty(A) Level 2: Rest -- RechRdx-I:10(A) Level 4: Ninja Run Level 2: Swift -- Flight-I:20(A) Level 2: Health -- Heal-I:10(A) Level 2: Hurdle -- Jump-I:10(A) Level 2: Stamina -- EndMod-I:20(A), EndMod-I:20(15) ------------
  8. From the Discord: GM LaufeyjarsonToday at 10:56 PM I've just talked to one of the devs, who says the SG base map may have gotten partly loaded and then sort of "stuck" during high load. When the map times out and unloads, it should fix it. So quit trying and let it time out. :smiley: Also, we have one he can reproduce this on. GM LaufeyjarsonToday at 10:57 PM If it hasn't cleared by the morning, they'll do a restart during the maintenance window to get them all unstuck. All I could get was, "A couple of hours", and several of us let them know it's already been that long. I think if you try and go in again it resets that timer though. GM LaufeyjarsonToday at 10:58 PM Also, the dev said they'd check after morning maintenance and if things are still stuck they will jump on a fix right away. Wish I could reset them for you now, but this is what I know. Sounds like nothing should be lost, though, just blocked for a while.
  9. All my IOs are in the base, so this is...not great. I wonder if it relates to Overload Protection being activated.
  10. I’m playing a Gravity/Time controller (an update to the Gravity/FF character I played in the old days), and was wondering how well Singularity synergizes with /Time. My understanding is that Singularity won’t be affected by the Heal of Temporal Mending or the Heal / Heal Over Time components of Chrono Shift. However, Temporal Selection will still give the Singularity +Regeneration, Farsight is a strong buff, and the other aspects of Chrono Shift are still useful. Are there any other synergies between the two sets that aren’t immediately obvious? Things to watch out for?
  11. Thanks for the tips! The KB to KD IO certainly looks like something to get when I have the chance.
  12. The following is a bit of experiment. I want to be able to get low-level salvage drops without continually creating new low-level characters. So, I created a character designed to be able to function effectively for hunting salvage at level 19, fighting foes of his level or below (usually greens and blues, since salvage drops are the same chance from green and red foes). This is not a theoretical build - I have the exact enhancements listed below, and I have tested this extensively on the northeastern side of Boomtown. XP is turned off, so I will stay level 19 with this character for the foreseeable future. I have three of the prestige enhancements slotted, as they're free, and fully functional at level 19. Might of the Empire is particularly useful in Death Shroud with the chance for knockdown - I see it trigger fairly often. I normally have Dark Embrace, Death Shroud, Quills, and Obsidian Shield active, adding Murky Cloud against Clockwork (due to energy attacks and End drain). My standard opener is Build Up, Spine Burst, and (if needed) Dark Regeneration, followed by Lunge and Impale against Lieutenants, and firing Spine Burst again every time it is off cooldown. Death Shroud and Quills do the rest of the work. Inspirations drop frequently, and I use them when I run out of greens and blues to fight and need to take down equal-level (white) foes. Spearfisher: Level 19 Magic Scrapper Primary Power Set: Spines Secondary Power Set: Dark Armor Power Pool: Speed Hero Profile: Level 1: Lunge (A) Bruising Blow - Accuracy/Damage: Level 22 Level 1: Dark Embrace (A) Endurance Reduction IO: Level 20 (15) Endurance Reduction IO: Level 20 Level 2: Death Shroud (A) Cleaving Blow - Accuracy/Damage: Level 22 (3) Cleaving Blow - Damage/Endurance: Level 22 (3) Multi-Strike - Accuracy/Endurance: Level 21 (7) Multi-Strike - Damage/Endurance: Level 22 (9) Damage Increase IO: Level 20 (13) Might of the Empire - Damage/Recharge/Chance for Knockdown Level 4: Spine Burst (A) Cleaving Blow - Accuracy/Damage: Level 22 (5) Cleaving Blow - Damage/Endurance: Level 22 (5) Multi-Strike - Damage/Recharge: Level 22 (7) Multi-Strike - Accuracy/Endurance: Level 22 (9) Clockwork Efficiency - Damage/Recharge/Chance for Energy Damage (13) Will of the Seers - Damage/Recharge/Chance for Psionic Damage Level 6: Build Up (A) Recharge Reduction IO: Level 20 (15) Recharge Reduction IO: Level 20 (17) Recharge Reduction IO: Level 20 Level 8: Impale (A) Tempest - Accuracy/Damage: Level 22 Level 10: Obsidian Shield (A) Endurance Reduction IO: Level 20 Level 12: Super Speed (A) Endurance Reduction IO: Level 20 Level 14: Murky Cloud (A) Endurance Reduction IO: Level 20 Level 16: Dark Regeneration (A) Multi-Strike - Accuracy/Endurance: Level 22 (17) Harmonized Healing - Endurance: Level 22 Level 18: Quills (A) Curtail Speed - Accuracy/Endurance: Level 21 (19) Cleaving Blow - Accuracy/Damage: Level 22 (19) Cleaving Blow - Damage/Recharge: Level 22 Level 1: Brawl (A) Accuracy IO: Level 20 Level 1: Critical Hit Level 2: Swift (A) Run Speed IO: Level 10 Level 2: Health (A) Healing IO: Level 20 Level 2: Hurdle (A) Jumping IO: Level 10 Level 2: Stamina (A) Endurance Modification IO: Level 20 (11) Endurance Modification IO: Level 20 (11) Endurance Modification IO: Level 20 ------------
  13. I just created an Electric/Storm controller, for the purpose of teaming with two other electric-based heroes (Electric/Electric Sentinel and Electric/Electric Brute). What would be the best power choices to work as part of this team, and is it worth slotting for Endurance Modification on the powers?
  14. I've never had a big supergroup in CoH - it was always a way to get together people I already knew in real life to play online. My current SG currently has 20 or so character for 5 different players, and 2 more players should be joining soon. The SG base and SG chat are invaluable to me and my friends. If I wanted to broaden our reach, I'd look into a Coalition.
  15. Well, if you can't use /ah in a SG base, is there a way to access the crafting options in a normal zone without going to the University?
  16. Nice summary, Novacat! That should go into a guide at some point...
  17. Robotics/Traps is not the strongest secondary for just running around and taking out bad guys. However, it’s wonderful when you have that one tough fight at the end of a mission, and you can setup before the fight starts. Summon your bots, get your Force Field Generator out, lay down a Trip Mine, Poison Trap, and Caltrops, followed by a Triage Beacon. Then, summon Seeker Drones in the midst of your foes as you order your robots to attack, and lay down an Acid Mortar. After all that, if you’re still losing the fight, use Detonator. If you still can’t win...stop fighting things +6 or more levels to you.
  18. Fiery Aura for Sentinels doesn't have Blazing Aura or Fiery Embrace. Here's the power list: * Fire Shield (toggle, +RES Smash, Lethal, Fire, minor +RES cold, resist disorient * Molten Embrace (toggle, +DMG, chance for Fire DoT on all attacks) * Healing Flames (click, +Heal, +RES Toxic) * Temperature Protection (passive, +RES Fire, minor +RES cold, resist slow) * Plasma Shield (toggle, +RES Energy, Negative, Fire, resist sleep and hold) * Consume (click, transfer Endurance, minor Fire dmg) * Burn (click, create fire patch, remove immobilize, ground only) * Cauterizing Blaze (toggle, healing every few seconds) * Rise of the Phoenix (click, resurrect and major fire damage, limited invulnerability, no XP debt for 90 seconds)
  19. So, I’ve made a Fire/Fire Sentinel, and I’m sufficiently invested in the character that I don’t want to restart. That said, I’m not sure what advantages Fire Armor brings to the table that I can’t get in other sets. Anyone want to sing the virtues of Fire/Fire?
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