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Posted

I've recently got the itch to jump back into CoH after playing it many years ago on live. Tried a couple AT and landed on Corruptor. Made a Fire/Time and a Rad/Nature before building an Elec/Time and love the combo. Had a couple questions on building so thought Id ask before getting too deep. Currently running Fly/Fighting for Hover/Fly/Evasive Maneuvers but read Sorcery can replace Fly with Mystic Flight and RoP is really good as well? Is Fighting better than something like Leadership on someone that's going backline DPS/Support or are more people running Leadership and the buffs stack? Defense vs Resistance, I know both are needed but which would work better for this type of build? I'll post my build idea and if anyone has suggestions please help a brother out! Love doing groups but probably will need to do some solo stuff as well.

ElecTime_Corr.mbd

Posted

So, the defense in Evasive Maneuvers only works out of combat, EM is basically just useful for movement in combat (but you can also slot a Luck Of The Gambler def/global recharge in there for funsies)

 

Fighting is better for solo, Leadership is better for teams, and yes, multiple leaderships *do* stack.  Very few things from different players don’t stack in this game.  


Rune of Protection is awesome, and it can be used reactively as a mez break free, however, its recharge cannot be changed, it is always 3 minutes.

 

I generally build my time toons with 2 things in mind: 1. Recharge and 2. Defense. With Power Boosted Farsight, you should be able to get to the defense soft cap fairly easily (45%)

 

PB+ED capped Farsight gets you to about 26%. ED capped Weave is another 6.5%, hover (if you decide to keep it) gives 2.125% and we’ll throw in a modest maneuvers slotting of 3% puts you above 37.5% defense to all without any sets dedicated to defense bonuses.  If you 6 slot both of the superior Corruptor ATO sets those provide a nice 5% defense to ranged and AOE defense.  Time’s Juncture provides -12.5% to hit debuff out of the box, even if an enemy resists 50% of that you’re looking at effectively soft capped ranged/AoE defense and almost soft-capped to everything else.

 

so that covers defense.  Recharge is important because you want to get the recharge of Farsight, Chrono Shift, and Power Boost down.

 

ED capped recharge in Farsight will almost get you permanent, but you’ll need a little extra recharge to finish it off (Chrono Shift’s +recharge is more than enough… when it is up).  Similarly, the two ATO sets I said to slot each give 10% global recharge in the superior version, so Farsight is now permanent.


Chrono Shift is a bit harder, it has a 90 second duration (for the +recharge, everything else is only a 30 second duration and is therefore not able to be permanent) and a 6 minute base recharge.  You can get CS perma without Hasten (and I personally avoid hasten unless I absolutely need it) but Hasten makes it much easier to get CS permanent.

 

  • Like 2

What this team needs is more Defenders

Posted (edited)

What @Psyonico said.  As well....

 

3 hours ago, Psyonico said:

Rune of Protection is awesome, and it can be used reactively as a mez break free, however, its recharge cannot be changed, it is always 3 minutes.

 

Rune also provides enhanceable Resist to all.  What's also important is what Rune doesn't deal with: Fear, Confuse, Repel, Taunt, and Placate.  Still need to carry some Break Free-type Inspirations, which will provide Protection to Fear and Confuse and Resistances to Repel, Taunt, and Placate.  The Inspirations also cover when Rune is down and still recharging.

 

 

Edited by Jacke
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Posted
18 hours ago, Psyonico said:

So, the defense in Evasive Maneuvers only works out of combat, EM is basically just useful for movement in combat (but you can also slot a Luck Of The Gambler def/global recharge in there for funsies)

 

Fighting is better for solo, Leadership is better for teams, and yes, multiple leaderships *do* stack.  Very few things from different players don’t stack in this game.  


Rune of Protection is awesome, and it can be used reactively as a mez break free, however, its recharge cannot be changed, it is always 3 minutes.

 

I generally build my time toons with 2 things in mind: 1. Recharge and 2. Defense. With Power Boosted Farsight, you should be able to get to the defense soft cap fairly easily (45%)

 

PB+ED capped Farsight gets you to about 26%. ED capped Weave is another 6.5%, hover (if you decide to keep it) gives 2.125% and we’ll throw in a modest maneuvers slotting of 3% puts you above 37.5% defense to all without any sets dedicated to defense bonuses.  If you 6 slot both of the superior Corruptor ATO sets those provide a nice 5% defense to ranged and AOE defense.  Time’s Juncture provides -12.5% to hit debuff out of the box, even if an enemy resists 50% of that you’re looking at effectively soft capped ranged/AoE defense and almost soft-capped to everything else.

 

so that covers defense.  Recharge is important because you want to get the recharge of Farsight, Chrono Shift, and Power Boost down.

 

ED capped recharge in Farsight will almost get you permanent, but you’ll need a little extra recharge to finish it off (Chrono Shift’s +recharge is more than enough… when it is up).  Similarly, the two ATO sets I said to slot each give 10% global recharge in the superior version, so Farsight is now permanent.


Chrono Shift is a bit harder, it has a 90 second duration (for the +recharge, everything else is only a 30 second duration and is therefore not able to be permanent) and a 6 minute base recharge.  You can get CS perma without Hasten (and I personally avoid hasten unless I absolutely need it) but Hasten makes it much easier to get CS permanent.

 

 

Thanks so much. Gonna stick with Flight/Fighting for now and maybe respec if I feel the need.

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