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Posts posted by KC4800
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I had a Dark/Dark/Soul Stalker on live and it was one of my 2 or 3 favorite characters to play, period, across all Archtypes. Can't bring myself to make a new one however. Still trying to make new combos work. Death is but a doorway, you make it work for you with this combo. 🙂
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Running a lvl 37 Street Justice/Ice Armor stalker, not a popular combination. I think I know why...
EA (Energy Absorption) seems much weaker for a Stalker than it was for a tank. I played an Ice/Fire tanker on live and EA was freaking awesome. On a stalker, not only do you have to wait until lvl 35 to take it, it just doesnt have the same power to save you that it did on my tank. Disappointed 😞 I have it 4 slotted with 3 End Mod and one Def, I may change it to 2 rech, 1 end mod and 1 def and see if that helps.
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Because sometimes you want to show up a blaster team mate.
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Spanky Rabinowitz! Now THAT was a leader!
Get OFF my lawn!!!!
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It's intentionally made harder to kidnap than to rescue, because.....villains. Go figure.
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Old man here. I really have no issue with any teams I have been on. Some require more strategic approaches depending on the composition of the team.
My biggest issue is with the absolute sillyness of Rikti Mothership Raids. It absolutely doesnt matter what you do. You don't know who you're even targeting, it doesn't really matter just stand in the middle and collect XP. But my best friend in this game loves doing them. It's his go to thing to do. When I can coerce him to join me in some old school 2 man team ups, that's when I have my fun. But, whatever....end rant.
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On 10/17/2019 at 11:17 AM, Chitlingrits said:
This would be great but make those npc's con hostile so that players can shut those eco-terrorists down and earn some new greenscaping badge!
A bike helmet and a cycling kit would be nice for the costume designer. My main pretends to bike around the city but I use the jet board because - no bikes. See. There's roleplaying on Indomitable too 🙂
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I use Indy Port a lot, as the base beacon, science store, trainer and tram are all close. Never get teams their though unless its to murder the GM. Plus I like to use the SE corner for lvling up late 20's characters. Family and Tsoo there, and a magic store close.
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Well , it's not all end game with this game. That's why it has such great appeal. Ouro was made for you to revisit your younger less impressive self and still be heroic/villainous. Sometimes when I am really bored with high end stuff I'll choose a favorite zone, use ouro to lvl limit myself then go on patrol. Use your imagination, that's really your only limit.
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I loved the Vigilante Arc, Felt like Justice was served.
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War Mace also has Crowd Control, which is a huge cone attack, definitely don't skip that one. I wouldn't skip anything in Rad Armor either. Meltdown you only use when you're really in trouble, which isn't too often. but it's good to have that extra layer of protection. This is speaking as a RadArmor/WM tanker. I'm assuming the Brute sets are identical.
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<----- Phrendon Largo here from A.G.O.N.Y -- im on indomitable now
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On 4/27/2019 at 11:57 PM, StratoNexus said:
Synergies with Primaries:
This section is going to point out various ways you can stack or layer effects (including damage) from the different primaries with Mental Manipulation.
Archery - Fistful of Arrows + Psychic Scream are two great cone attacks, with good range, that you get early so you can put out some good AoE damage. Fistful recharges quickly, so you can often get to use it twice on a spawn in the early levels. Blazing Arrow + Mind Probe is a good combination to help take out Lts quickly. Rain of Arrows, charge center of spawn, Drain Psyche+PSW is a great combo to lay out damage on the spawn and recover any health you lose.
Assault Rifle - Psychic Scream + Buckshot gives good early AoE output, and adding Flamethrower at 18 shoots you through the roof. Subdual + Ignite is devastating to single targets. Two decent AoE knockback powers can help delay damage to let the +regen from Drain Psyche work better.
Electrical Blast - Mind Probe adds another single target attack. Psychic Scream + Ball Lightning gives good range AoE output. Short Circuit, Ball Lightning, and Psychic Shockwave is a great PBAoE combo, add Drain Psyche in there to keep your health and endurance up. For those wanting a sapper build, I have found that Drain Psyche doesn't help as much Power Sink or Power Boost. It can help against bosses, where the fight normally takes long enough to get that second Short Circuit off, but at that point, you probably didn't need the -recovery from Drain Psyche anyway.
Energy Blast - Psychic Scream (notice a trend?) + Energy Torrent gives good range AoE output and good control. Subdual will not interfere with any knockback from your primary (which conversely means you have no way to prevent the knockback either, double-edged sword thing here). Mind Probe + Power Burst is a good combination to help take out Lts quickly. Knockback staggers the incoming damage, which helps the +regen from Drain Psyche work. Psychic Scream + Torrent + Explosive Blast is great damage and will put any survivors on their backs.
Fire Blast - Fire Breath + Fire Ball + Psychic Scream is stunning AoE output available early. That 3 power combo allows you to mow down minions even without Aim or Concentration (Lts. are at about half health). With Aim or Concentration, Lts. are a single target attack away from defeat. Blaze + Mind Probe is a good combination to help take out Lts quickly. Drain Psyche + Rain of Fire + Fireball + Psychic Shockwave is a great late game combo. Rain of Fire's scatter effect can be used to help stagger incoming damage, and that can help the +regen of Drain Psyche keep you standing.
Ice Blast - The slows from Ice stack really well with the -recharge from Mental. Frost Breath + Psychic Scream is good AoE damage early and the combo is devastating AoE -recharge. Toss Ice Storm in, as available, for even more slow power and a scatter effect. Bitter Ice Blast + Mind Probe is a good combination to help take out Lts quickly and stacks good -recharge for helping with bosses. The holds in the primary add even more control options and can allow you to shut down entire spawns if you want more controllery play.
Psychic Blast - The -recharge from Psychic stacks really well with the -recharge from Mental. Psionic Tornado + Psychic Scream is brutal AoE -recharge. Psychic Blast's lack of AoEs can be covered by the plethora of AoE in Mental. Like with Ice, you can put out a lot of single target control with this combination. The Knock Up from Psionic Tornado can be useful to set-up Drain Psyche + Psyshic Shockwave as well as staggering incoming attacks.
Sonic Attack - Howl + Psychic Scream are two cone attacks, with good range, that you get early so you can put out some decent AoE damage. Shockwave gives you a ton of control that you can utilize to get the above combo off more easily. Siren's Song is a wide cone and can sleep the spawn and give you plenty of time to get in for Drain Psyche (which does not wake sleepers) and set up the rest of your battle plan. Shout + Mind Probe is a good combination to help take out Lts quickly. The knockback staggers incoming damage, allowing Drain Psyche time to work and Siren's Song is a great time out as needed.
You omitted Rad Blast. Any reason?
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As you suggested, I put the Numinas Regen/Rec and Miracle Recovery enhancements into Health, lowered my difficulty down from 4 player down to 3 player, and it seemed to help quite a bit, I hopefully can make it to 32 this way, and get 35's to boost my effectiveness again. I just think lower 30's is a tough time for invul. not enough slots yet to feel safe to just jump in to a big group.
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By far my worst character to play is my NRG/Inv Brute. Im only at lvl 31 still having to rest between groups. I have slotted EndRdx in my attacks and my toggles. I did take Assault, but rarely run it. I did take Tough, which I do run, and Weave which I don't just to hold the + 7% Acc proc, forget what its called, TBH. I have Stamina 3 slotted as well. So I cant figure it out. The end usage just seems way too much for a melee character to have to endure. My main is a Radiation Armor/WM tank, and he never had this much trouble with endurance. And for a brute, that needs to keep punching, this just seems so un-fun and unfulfilling that I am about ready to delete the character. Can someone post build up to lvl 35 that I can use to get me past this stuck point I am at? I can respec him, and would if I had a clue what to do with him.
Frustrated.
CoH must have sucked
in General Discussion
Posted
My first character was an inv/mace mutant tank. Started in Galaxy City because BABs was there. Once I got through the Vahz, without any status protection into my early 20's (didn't know I needed it) facing Tsoo. They kept sleeping me. To this day I still clobber a Yellow Ink Man first whenever and wherever I encounter them. That was an aggravating first experience to this game.