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Ankhammon

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  1. I was thinking time's juncture + D + hots jump in and hit the kb (forgot Cims), then slow bubble and unlease offense. I was mostly using all of this madness to kinda emphasize you won't be squishy and can get other things going if you want rather than fighting on the 487th char in a row. Personally, I like Sorcery for time a lot more than fighting. I think we are actually on the same page, it's why I liked cold for the secondary for time. slows and -rech added to all the delicious options for time = good NO GET HITSU!!
  2. Other players on your team. Bah Humbug! I practice Zenned Scrapperlock thank you very much. I still don't pay attention to most others, but I'm smart enough to make sure I show up a quarter second behind the tank/brute.😄 Hey Redlynne, I know you are a Kevin O'Connor level builder so let me ask you a real question. Utilizing the kdown and maybe a TP to get you into a crowd and then the slows and HoTs you get with Time should be more than sufficient to survive an alpha strike sent for a team, correct? For me Time/H2O is more thought experiment than anything I've played or even seen live in game. My only Time builds are/were a Time/Ice that gave me severe scrapperlock but just about brute level survival skills due to all the slows and holds from ice and a Time/Elec which is not as strong but a heckuva lot of fun to play.
  3. Give in to your true nature. You control the flow of damage not only for yourself, but also your team. You control the field of battle from it's ebb to it's apex and back again. Forget the cutters of cookies. There are only two true choices for you Dark and Psi for your epic. In each there is one truly defining power: Soul Transfer or World of Confusion. Seriously, with water kdown backing you up, you can easily forego the usual "gimme all the resistance and defense I can get" kinda build and just layer on some unusual but significant "other" powers. WoC (with contagious confusion) lets you stand right in the middle of the fight and turn baddies a plenty to your side and Soul Transfer gives you a deadly mag 30 stun which is just such a blast to lay down. Once you are over the "I'll get debt" thing you will even look for times to use it on purpose to prove how awesome you are. Either way, you can back it up with like Rune of Prot to give you uber levels of feeling like a tank mage. Here's how quick you can build up your defenses. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Archery Power Pool: Sorcery Ancillary Pool: Psychic Mastery Hero Profile: Level 1: [Empty] Level 1: Snap Shot -- Empty(A) Level 2: [Empty] Level 4: [Empty] Level 6: [Empty] Level 8: [Empty] Level 10: [Empty] Level 12: [Empty] Level 14: [Empty] Level 16: [Empty] Level 18: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19), LucoftheG-Def/EndRdx/Rchg(21) Level 20: [Empty] Level 22: [Empty] Level 24: [Empty] Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: Chrono Shift -- Empty(A) Level 35: Dominate -- Empty(A) Level 38: Arcane Bolt -- Empty(A) Level 41: World of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(42), CrcPrs-Conf(42), CrcPrs-Acc/Conf/Rchg(42), CrcPrs-Acc/Rchg(43), CrcPrs-Conf/Rchg(43) Level 44: Mind Over Body -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46) Level 47: Mystic Flight -- Empty(A) Level 49: Rune of Protection -- Empty(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 50: Clarion Radial Epiphany Level 50: Support Radial Embodiment ------------
  4. Sometimes it just depends on your outlook. For instance the tier 9 on Dark/ and Fire/ mean basically that you shouldn't have to take tough/weave. A self rez that goes boom or has a severe stun is enough in many situations to take control. I take both of those asap and love em. debt's never all that much in this game and there are still ways around it if you want or need to make it go away.
  5. sounds like a job for the new pool sj power. it adds a pbaoe kdown.
  6. Ankhammon

    Traps Thread

    Here's what I would consider for Poison Trap. You can get 290pts of damage and potential mag 5 hold for about 8 seconds. Adding high global recharge you can get recharge down to like 30 seconds and adding incarnates you can get the hold to last longer too (in this case like 15 seconds on the mag 3 and 90% change on 8 seconds of mag 5). Adding to all of this is that very sizable -regen which is a particularly useful tool against AVs and the like. You might find something useful out of an old conversation I had with Blacksly back on cohtitan. https://www.cohtitan.com/forum/index.php?topic=10184.0 Not directly about Poison Trap but lets you in on some of the background mechanics if you haven't spent any time with em. That's a nice power considering a standard Rain of Arrows will do like 360 damage and recharge like 7 seconds sooner. The basics of proc magic is that global recharges don't affect the chance of a proc. So a power with like a minute recharge can get chance of Proc'ing up to like 90%. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Traps Secondary Power Set: Archery Hero Profile: Level 1: [Empty] Level 1: Snap Shot -- Empty(A) Level 2: [Empty] Level 4: [Empty] Level 6: [Empty] Level 8: [Empty] Level 10: [Empty] Level 12: Poison Trap -- UnbCns-Dam%(A), Lck-%Hold(13), GldNet-Dam%(13), NrnSht-Dam%(15), UnbCns-Hold/Rchg(15), GhsWdwEmb-Dam%(17) Level 14: [Empty] Level 16: [Empty] Level 18: [Empty] Level 20: [Empty] Level 22: [Empty] Level 24: [Empty] Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: Rain of Arrows -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 50: Intuition Core Paragon Level 50: Clarion Radial Epiphany ------------
  7. Ankhammon

    Traps Thread

    Misaligned, good combo with lots to like with what you have going on, but I would go with a few different powers for some serious fun. Dark Pit. when adding to your seeker drones will get you up to mag 4 (boss level) stuns... good stuff. Black Star. It's got a freakin -62.5% tohit to start. Even if you didn't want any damage from the thing you could easily get this over -100%. With Power Boost and some Incarnates this would be at -201% tohit. Then again, I would slot that for damage (at least some). Soul epic for Power Boost. You have lots of debuffs/stuns in the combo that would be affected by this... the numbers would grow to insanity. Finally, you said your build was from olden days, but with the current proc magic that's going on stuff like Poison Trap can be made into a very nice mini nuke with hold. Hope that helps you add some ideas for fun and carnage.
  8. On a team you can get a lot of mileage out of TA with very little effort. Flash Arrow and PGA will keep many a team running without anything else added. but you have sooo many different tools to apply as needed or just blast away. And you will have plenty of time to do that. You just need to keep in mind that PGA is a patch so it plays differently than all those toggle versions you are used to (and it gets a fast pulsing sleep in it too). Funny part is you keep the team moving because you want to apply FA before anything else and the others on your team think you are engaging the mobs and run in to "save" you. Only problem is most of the time your team won't notice what your debuffing does. You can easily see the difference when some split off and start faceplanting. With you there, they take only small to moderate damage.
  9. Ankhammon

    Traps Thread

    Disruptor, that's so awesome. gonna have to make that part of my Tinker char somehow. Tinker is my Pratorian orange Clockwork. He made himself. 🙂 The tier 9 is kinda not so hot. Dunno enough to say what should happen but I always think spikes when I hear traps, so some sort of thing with that would be cool... I know new animations means serious change.
  10. Ankhammon

    Traps Thread

    Wait. What? You can enflame your own FF gen?
  11. Don't forget your PGA. it's a large area (way bigger than the animation) -31% Dam patch. With good recharge you can easily perma it and it does well for keeping pets alive and the sleep is very fast ticking so that helps make it a staple power in TA.
  12. Ankhammon

    Traps Thread

    Love it when peeps do things differently and succeed. Keep us up to date on where you take this build and any craziness you pull off.
  13. You are awesome for knowing this. 🙂 I was about 4 or 5 when this was on in my area. Right after Ultraman.
  14. And it really is pretty. It's one of the prettiest blast sets out there. Hey, that's gotta count for something in CoH. 🙂
  15. Now we're talking Hourman
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