I've come back to CoH. There are quite a few changes to the game. One that I'm going to enjoy is making Fitness into and Inherent Pool
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That build is a whole bunch of messed up. Space hit some of the high notes already, but you know you can slot more than one Damage IO in a power? In fact, it's pretty highly recommended. (I should probably apologize for my tone in that last bit, but I failed my roll to resist snark.)
In the *constructive* realm.... My main is an Elec/Energy Blapper, rolled sometime in Issue Zero, and with over a dozen respecs under her belt. So if there's a playstyle I *haven't* tried yet, it's probably not worth mentioning. Generally, given the way the powers are set up, you're going to want to focus pretty heavily on Melee powers for your best damage output. Slot Short Circuit for EndMod and Recharge, and pop Power Boost before it, and you can floor even-con minions in a single hit. Follow with Ball Lightning, and even +2 mobs tend to just stand around looking stupid while you punch their faces in.
Elec is a well balanced set, all of the powers are generally worthwhile. I skipped Aim and Zapp, because I have enough recharge in Build Up that I didn't need its ghetto stepson, and I hate all Snipes on principle. In Energy you have more freedom. I skipped Stun, CP, and Range, because they're pretty gimmicky, and not useful in 90% of scenarios.
If you take Hover, slot it for 2x50 Fly Speed, or even Fly+End/Fly Soaring and 50 common. Combat mobility is critical on a blapper. Only slot Fly if you also have Afterburner, and even then it's two speeds in Afterburner and only one in Fly. (AB with 2x50 IO is 84.8 max Fly, and Fly with 1x50 and 1x50 in Swift is 84.4. 0.4 mph is not even kinda remotely worth another slot.)
For the extra powers you've got now that Fitness is inherent, you really want to be looking for things that improve survivability. Weave, Maneuvers, Aid Self, Stealth are all decent options, depending on playstyle.
In the *constructive* realm.... My main is an Elec/Energy Blapper, rolled sometime in Issue Zero, and with over a dozen respecs under her belt. So if there's a playstyle I *haven't* tried yet, it's probably not worth mentioning. Generally, given the way the powers are set up, you're going to want to focus pretty heavily on Melee powers for your best damage output. Slot Short Circuit for EndMod and Recharge, and pop Power Boost before it, and you can floor even-con minions in a single hit. Follow with Ball Lightning, and even +2 mobs tend to just stand around looking stupid while you punch their faces in.
Elec is a well balanced set, all of the powers are generally worthwhile. I skipped Aim and Zapp, because I have enough recharge in Build Up that I didn't need its ghetto stepson, and I hate all Snipes on principle. In Energy you have more freedom. I skipped Stun, CP, and Range, because they're pretty gimmicky, and not useful in 90% of scenarios.
If you take Hover, slot it for 2x50 Fly Speed, or even Fly+End/Fly Soaring and 50 common. Combat mobility is critical on a blapper. Only slot Fly if you also have Afterburner, and even then it's two speeds in Afterburner and only one in Fly. (AB with 2x50 IO is 84.8 max Fly, and Fly with 1x50 and 1x50 in Swift is 84.4. 0.4 mph is not even kinda remotely worth another slot.)
For the extra powers you've got now that Fitness is inherent, you really want to be looking for things that improve survivability. Weave, Maneuvers, Aid Self, Stealth are all decent options, depending on playstyle.
Lastly, if you want to see what's possible with *way* too much inf, here's a link to my latest iteration on Aeris. http://dl.dropbox.com/u/11886967/Lady%20Aeris%20%28Scorpion%29%20-%20Blaster%20%28Electrical%20Blast%29.mxd
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