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DocRadio

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Everything posted by DocRadio

  1. I'd played COH for years before the shut down. And mostly I played ranged classes. But not always. I had Scrappers, Tanks, Brutes, and at least one stalker. Night and day comparison and not because of the mode of combat. But because the melee classes could basically ignore status effects while my other builds had to pack breakfrees or be in constant fear of a dirtnap. Imagine my surprise upon my return when some blaster secondaries now contain little gems like inner will, and accelerated metabolism that afford some resistance. Not to mention what can be attained in certain IO Sets. Problem is when I'm looking to build for mez resistance the planner doesn't mention magnitude. Just percentile. Looks to me that mag 5 or higher resistance is the goal, but I have no idea what percentage that equates to. Anyone got a build guide that could help with planning out an enhancement plan for a blaster who can dance on mezzer's graves while shrugging of the many annoying effects found in the mid to late game? And yeah I already know about acrobatics and combat jumping. They're great against knockback, immobiles and holds, but stuns and sleeps are still there to ruin your fun.
  2. I don't see a problem. Doesn't achieving incarnate status involve a massive amount of resources and time? You could get your toon to 50, then stop. Like we did in the old days pre IO's. Hit 50.... and you're done. Now you get to keep reaching, keep improving to meet new challenges. Sounds like fun shit to me. Can't wait until I have the INF needed to mack my main out.
  3. Welp… I'm boned :o My planned build gives me 64% +Recharge. But I guess 64% recharge is pretty good even without perma hasten. Thanks.
  4. How much added recharge do I need to make perma-hasten possible?
  5. Man... So far I'm loving the whole sentinel vibe. So I have two builds working pretty well Fire/Fiery Aura and Energy/Radiation Armor. I have to say Radiation Armor feels almost too good to be true. Decent resists, the knockback protection that /Fire lacks and loads of extra endurance. And even a smidge of psi protection. What's not to love? /Fire is good, but I can't say I like it as much. Healing flames is awesome, but I'm less durable than I'd hoped. Plus I'm slightly disappointed that I will have to invest in burn to round out my status protection. I thought immobilization effects wouldn't be a problem but I was wrong. Getting immobilized has caused multiple defeats. Especially when facing psi types with their insane range and ability to slow your attack rate to a crawl. The weird thing is I find myself missing the heavy hitting melee attacks that blasters have. I'd originally thought that Sentinels would outclass blasters, in solo play... but now I get the trade off. Blasters can end fights quickly enough to be functional sans protection. Sentinels have just enough protection to allow for sustained fights but their lower damage and mid tier protection means that you still have to play them carefully. Overall I'd say that they just might be my new favorite class. Or in a virtual tie with blasters.
  6. Anybody try Dark\Time? Seems to be you'd have some solid control options. Any advice would be appreciated.
  7. I ran a triple E blaster to 50 back in the day. It was a cakewalk compared to triple fire. *Good AOE * Good Holds * Light control via endurance drain * Solid melee attacks. The electric mastery set added more AOE, a second ranged hold, and an unstoppable like high resistant panic button. I could tank the hell out of bosses with that build.
  8. Running Beam\Dev right now. Beam takes a bit of getting used to, but the disintegrate effects are nice. Only level 15 right now... so the only power in the secondary that matters is targeting drone. Trops helps a bit too... but I'm looking forward to the sustain and trip mine.
  9. DocRadio

    /Energy?

    EM synergizes well with most primaries. But I find it lacking when paired with fire. But only because of boost power which boosts secondary effects. Fire's secondary effect is more damage. It also has no holds or stuns which boost power can also amp. But still it adds solid melee attacks.
  10. Thanks for doing this folks. I played this game from 2004 to 2010... 6 beautiful years. Took a break, came back only to find back that they'd closed down THE game for me. So I'd be happy to chip in regularly. That being said.... where's the link to the site where donations are made? Apologies in advance.
  11. Yeah. I was Hephaestus. Fire/Fire/Fire Blaster and member of the Super Group GodHand. On the Villian side I was The Opportunist. Energy Aura/SS/MU Brute and member of the villain group Obsidian Syndicate. Good times... good times.
  12. Played a triple E blaster to 50 back in the day. It's a very effective build. Played as a blaptroller, and face rolled most bosses. I'll probably do it again. Thinking DP/SR for Sentinel.
  13. Wow... interesting. I always thought that would be dope to have ranged primaries tied to a defense secondary. I'm going to have to try this. Hopefully the client is fully downloaded by the time I get home.
  14. So Sentinels are Range Primary and Defense Secondary?
  15. Is a sentinel? When I left the game the Archetypes were Blaster Controller Defender Scrapper Tanker Corrupter Brute Dominator MasterMind Stalker Someone slip one by me?
  16. DocRadio

    Sustain?

    Wow.... Guess this was all part of the long awaited blaster fix. I always thought that defiance wasn't cutting it.
  17. DocRadio

    Sustain?

    What is it? I quit COH before it was implemented.
  18. Whoa... I might have to re-think my decision to never use the fire secondary ever again.
  19. Man.... I left the game before Pistols were even a thing for blasters. I think radiation blast and dark blast had just been added for blasters. Going to be fun getting back to my favorite archetype. Also shooting someone in the face akimbo after using eagle's claw sounds like fun on a bun.
  20. DocRadio

    Defiance

    Thanks man. That's why I always loved this game. Gaming's most helpful community.
  21. I played a Fire/Fire/Fire to level 50 in the old days. Gotta tell ya... Until you get your mastery powers life if going to suck, because the fire primary and secondary offer next to no control. No mitigation whatsoever. Once I got fire mastery things changed. I got a hold, a pretty good knock back for area control, smash lethal and fire resistance from fire shield, and a self-rez for those time when shit got real. Until then, You're pure damage and nothing else. You're going to have to play smart. It's doable and fun... but damn.... the faceplants. Can't wait to get the game reinstalled so I can use insta snipes and crashless inferno.
  22. DocRadio

    Defiance

    I left the game when changes to Defiance were still on the test server. When I left defiance had a slow ramp up based on how much you attacked, and allowed you to use your first and second tier attacks when mezzed. Is that still the case or has it changed again?
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