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Psylenz0511

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Everything posted by Psylenz0511

  1. My only reply to this is that Clarion does precious little for me at level 49 in a room full of Malta.
  2. I would like nature affinity more if it had some mezz protection in it like FF, sonic, and EA.
  3. Another topic I would add to the lesser known benefits of kinetics is that the siphon speed debuff is IRRESISTIBLE against hard targets, whether that is the -speed and/or the -recharge I will let other historians confirm. This used to be common knowledge on the live boards.
  4. It's not the doctor, but I found Ice Blast to mesh VERY well with the time slows and holds. Hold a boss just for giggles and profit.
  5. Remember, in boss fights, siphon speed slow is IRRESISTIBLE. Carry on.
  6. I have to admit the slow animations of psy blast would drive me nuts on a kinetic
  7. I consider my storm/water my co-main along with my electric affinity/water defender. I really do like water blast. I am focused mainly on grouping with my defenders as I consider defenders to be force multiplier for groups. Some of my COH friends may even refer to me as a task force wh#re. I will pug it up with anyone. I might complain about it later, but I do stick it out. Hurricane definitely works better for my stormies on the ground. My first stormer on live took the combat jump/Super Jump/Acrobat combo for the status resistances in combat jump and acrobatics. I find a lot of kb mitigation in hover on my current storm/water. I use hover primarily for placement of the lightning storm. I also enjoy the flip effect of kb on hover as opposed to the getting off the floor after being knocked down by high mag kb. So in short, I do hover, but very low to the ground for the most part. Second, I am sure you are well aware of the repel and knockback separate effects of hurricane. The kb in hurricane is greatly altered from the pre-enhancement diversification days. In short, NO, hurricane does not become knock down to targets when airborne over their positions. If you look at faraday cage on electric affinity, you can clearly see, it is a sphere. Hurricane depicted as a very flat planar circle around the defender is NOT spherical, (as is steamy mist) but it is not a true planar circle either. Somewhere between your waist where the planar hurricane is visible and your feet (or your head) the hurricane does not affect targets. Third, I would definitely go hover over combat jumping, just for lightning storm placement. If you wanted the status protection in combat jump, you could get both, and the enddrain from running both is minimal, plus you get two LotG +recharge mules. Another consideration is the newly revamped teleport pool. Regular teleport gives you some moments after teleporting where you are UNTOUCHABLE. It might not seem like much, but you do get a small jump on the spawn by just teleporting in and hitting the debuffs. This technique actually works better on my rad/rad defenders, but I suggested it since you said you were mostly solo. The limits to your imagination are the four pool sets you can take on your character. 4. You are not Wind Wench,, whatever that means. 5. I cannot stress enough the wonder of the force feedback +recharge procs in your high chance of KB or KD water powers and storm powers. I would slot forcefeedback +recharge in gale, in your targeted AoE water burst and definitely in tornado. More recharge = more stormy goodness = more lightning storms, = moar tornado carnage. Tornado boosts your recharge every time you cast it, which works wonders on getting moar lightning storms, more chaos, MOAR STORM!!! Good luck with your storm/water!
  8. The OP did say he likes to RP an odd character on Radio missions; therefore the additional -res for the TEAM from his attacks makes the TEAM do more damage.
  9. Again, you have a point, if your insulation absorb is maxxed before hitting the spawn, it's very much like stealthing in and putting up the cage because with either absorb or damage resist your health bar should look good, not so good if you draw aggro with an AoE without either the absorb shield or Faraday Cage. I appreciate the variety in successful tactics that CoH allows experienced players.
  10. Laudwic your point is valid but you can drop pretty fast yourself following that crazy tank or especially that crazy scranker. For your survival, Faraday goes first.
  11. I came up with a third option. Ditch stealth, Ditch Grant Inviz. Pick up Sonic Disruption AND superspeed. You can have sonic disruption, stealth-ghosting, AND hover snipe at the cost of 15% recharge off your 270% global recharge. Hmmm, I like this third option, a LOT.
  12. I get the concept. I see one glaring omission in your offender teaming build. Your build craves sonic disruption. I know you need a teammate for the anchor, but it's a role-defining ability that cannot be measured in Mids. Trust me, it's not a team buff. Your anchor will soak up so much aggro, and you as well that stealth won't be an option to you when the anchor is in place. The debuff and hence the +damage is HUGE. It would resemble the -resistance in freezing rain that stays as long as the anchor is alive, and it's mobile. And, the -resist is unenhanceable so it only truly needs 2 +end redux IOs. I gave away which ability I would ditch in favor of sonic disruption. Stealth is adding to your non-defining defense. It does have +defense but it's not role-defining. You would also sacrifice some +recharge. Again, I would suggest this +recharge is not role-defining. You are only enhancing the ability of recharging the nuke, and with 4 LotG +recharge with your other recharge bonuses, the availability of your nuke will still be there. If you had to have stealth, my second choice to ditch would be hover. The extra(?) slot for +kb-protection could be shifted to a +kb resist in tough! through the steadfast protection proc. That choice would be hard to choose between ability to ghost or ability to hover snipe. I myself would sacrifice the ghosting ability.
  13. First power to activate is always faraday cage. I never regret casting it first. I have regret many times when I slipped up and did not. Faraday Cage also helps build static faster than trying to build static without or outside the cage.
  14. I summon he who is knows as @griffyn
  15. QFT I myself have a top tier storm/water and an EA/water. Both are very survivable and fun on teams. If you try storm, don't skip hurricane. It's a tool that works well in the hands of a careful user. In Electric Affinity all power combos start with Faraday Cage, the ability is almost overpowered for the game.
  16. Kin electric is a classic build that hasn't slowed down any in 18 years. The endurance siphon has changed over the years, but the buffs have not diminished. Thank you for your build, but the link didn't work for me. Do you have a data chunk?
  17. I answered this before in another empath post. For maximum fortitude, regen aura, recovery aura, and adrenaline boost, you require maximum recharge. To do this I suggest a high recharge build with hasten, with IO set bonuses, and with Force feedback +recharge proc. To get all of the aforementioned you need Empath/ENERGY blast set. You will be able to decide which of the abilities you use most often to use the Force feedback procs. Your team will also want you to tone down the knockback with KB > KD procs as well. Leaving some of the KB in select abilities gives you the ability to push single targets back in to the kill zone/mosh pit. Torrent and explosive blast especially deserve the KB > KD proc to keep the peace with your team. To summarize regarding Empath/energy blast: 1. Maximum recharge 2. Good secondary damage 3. Knock down is a great damage mitigation
  18. Actually team teleport and / or Fold Space are not bad options. You would want to get experience in teleporting into groups so you do not overshoot your targets. I used teleport to good effect on my radiation defenders. Nothing like dropping a quick EM Pulse in the middle of a chewy group with a choking cloud chaser to mezz any missed foes or survivors. Unfortunately, the team tp does not apply to lightning storm or tornado, but tornado will catch up quickly. TP in, short range and then hit gale to knock down as many foes as possible in body guard mode. The zombies will react quick enough to the missed targets that reply to your gale. Necro/storm is NOT a weak combination at all with practice and advatageous use of hurricane.
  19. With the way the procs work, I believe a strong case can be made with energy blast with the FF +recharge procs and the KB>KD procs. Knock them down and increase your recharge for the long cool down abilities.
  20. I had a Cold/sonic in live that outperformed my expectations. Very good team build and able to solo, too.
  21. Are there not macros to place sleet at the feet of your targeted enemy?
  22. I learned something today. Was it like that when Live ended in 2012?
  23. How do you get so many slots in a level 49 power. I thought you only got 3 more at level 50!
  24. How do people know what a banshee sounds like?
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