Alexander_NA

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  1. you're going to need to use the end redux/ dam res alpha on this build; might not be playable otherwise. best of luck.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    max defense: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: High Pain Tolerance
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) Healing IO
    • (40) Healing IO
    Level 2: Haymaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (36) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (11) Numina's Convalescence - Heal/Endurance
    • (36) Numina's Convalescence - Heal/Endurance/Recharge
    Level 6: Mind Over Body
    • (A) Reactive Armor - Resistance
    • (7) Reactive Armor - Resistance/Endurance
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    • (15) Reactive Armor - Resistance/Recharge
    Level 8: Knockout Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (9) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (13) Basilisk's Gaze - Accuracy/Hold
    • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 10: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - Heal/Endurance
    • (17) Numina's Convalescence - Heal/Endurance/Recharge
    Level 18: Rage
    • (A) Rectified Reticle - To Hit Buff/Recharge
    • (19) Rectified Reticle - To Hit Buff
    • (19) HamiO:Membrane Exposure
    • (23) Recharge Reduction IO
    Level 20: Quick Recovery
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Performance Shifter - Chance for +End
    Level 22: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (40) Kinetic Combat - Damage/Recharge
    • (43) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Reactive Armor - Resistance
    • (25) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Defense/Endurance
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Defense/Endurance
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    Level 32: Foot Stomp
    • (A) Cleaving Blow - Accuracy/Damage
    • (33) Cleaving Blow - Accuracy/Recharge
    • (33) Cleaving Blow - Damage/Recharge
    • (33) Eradication - Accuracy/Damage/Endurance/Recharge
    • (34) Eradication - Accuracy/Damage/Recharge
    • (34) Eradication - Accuracy/Recharge
    Level 35: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    Level 38: Strength of Will
    • (A) Resist Damage IO
    Level 41: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (42) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (42) Enfeebled Operation - Endurance/Immobilize
    • (42) Enfeebled Operation - Immobilize/Range
    • (43) Enfeebled Operation - Accuracy/Endurance
    • (43) Enfeebled Operation - Accuracy/Immobilize
    Level 44: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage/Endurance
    • (45) Thunderstrike - Damage/Endurance/Recharge
    • (45) Devastation - Accuracy/Damage/Endurance/Recharge
    • (46) Devastation - Chance of Hold
    • (46) Entropic Chaos - Chance of Heal Self
    Level 47: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Char
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (50) Basilisk's Gaze - Accuracy/Recharge
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (37) Kinetic Combat - Damage/Recharge
    • (46) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Healing IO
    • (5) Healing IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (3) Performance Shifter - EndMod
    • (3) Performance Shifter - Chance for +End
    ------------
    Set Bonus Totals:
    • 30.19% Defense(Smashing)
    • 30.19% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.94% Defense(Melee)
    • 11.44% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 3% Enhancement(Immobilize)
    • 47.5% Enhancement(RechargeTime)
    • 9% Enhancement(Accuracy)
    • 5% FlySpeed
    • 219.27 HP (14.63%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 15.95%
    • 5.5% (0.092 End/sec) Recovery
    • 86% (5.382 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 5% RunSpeed
  2. i checked with iz3d, and they specifically mention coh being incompatible due to opengl. the nvidia site also lists opengl as unsupported. perhaps it is on the developers to implement but all signs point south for opengl.
  3. i found an earlier post stating that because cox doesn't run on directx, support is not possible. anyone have any substantial information of whether i17 will allow this support?
  4. i want an excuse to buy the 3d vision from nvidia but city of games aren't listed on the website. does anyone know how well CoX works with this? i assume there is some support but my google-fu turns up nothing.
  5. isn't it last first? as in: speedboost$teamselect should select teammate first then apply speedboost. i don't think it matters much as the target queue is somewhat slow and will always happen after, thus the need for the double.
  6. Quote:
    Originally Posted by Fleeting Whisper View Post
    /bindsave will create a file called "keybinds.txt" in your CoH folder, with all of your keybinds.

    /bindsavefile filename will create filename, similar to /bindsave
    Thanks, that was very helpful. this is what i was looking for btw:

    NUMPAD1 "+$$powexec_name Speed Boost$$teamselect 1"
  7. i have a kin defender that i use /bind commands on. i remember that it took a lot of time to get them just right. i have since made another kin and would like to use those binds. is there some way for me to see specifically what is bound to a key?

    if not, then i'm trying the teammate select speed boost with one key. i recall there being something about it triggering twice, once on press and once on release; it was the only way i could get it to work.

    any help is much appreciated.
  8. [ QUOTE ]
    * "Looping Sound Crash" - We think we MAY have this finally fixed.



    [/ QUOTE ]

    ... any progress on this issue will be met with much luf from me!!
  9. This will be sweet! Thanks States!

    for a long time now, this has been an issue for my blaster; perhaps this will make up for defiance?
  10. to thread in general:

    I, like some of you, are for the complete removal of this out-dated little fix. saying that happens, it will open the door to other "negatives" being balanced.

    lets go right to the big dog: Granite Armor. GA is ... well, the best damn survival power in the game. no other single power comes even remotely close, BUT!! it has the most severe negatives of any power as well. based upon some recognition of the devs to the imbalance of UY's debuff, one could usher in a scaling of the damage debuff, run speed debuff, recharge debuff in GA. One could even go so far as demand scaled end costs and activation times for powers less effective than "sister powers".

    before you begin to pour gas on me... let me say that i'm not advocating... "much" of this type of balancing. i'm just pointing out a line of thought that may come from it. but, before i wipe clean that slate, i would like to point out that something similar was done for em when given to stalkers. again, i'm not saying that it was unfair/what-not, just that it was done. the self damage from ET was based on bi but is now "effectively" a percentage of hps. one could argue that it has become a punishment to tankers, just for having more hps to begin with (i actually did this in pms to THE MAN, but he took the time to show me the need for such an adjustment) i have now lost my train of thought... but, if i didn't make a point, i had one...once.

    a different point: UY is not the only power with a negative component/debuff. oh, wait... thats the same point.

    uh, HEY!! Look at Granite while you're at it... and rooted!!
  11. [ QUOTE ]
    I say we give _castle_ an overload of pms on this subject he would respond to our cries for help hopefully.

    [/ QUOTE ]

    though castle is the man. such suggestions are more harmful that good. i know you say this in jest but some people are normal and might not understand. lets not punish a man for being helpful to us.
  12. [ QUOTE ]
    I know I don't think so. Why? Because if I have 3/4 the effectiveness of this power I should only have 3/4 of the penalty. I can't think of another power that is this punitive.

    [/ QUOTE ]

    Granite Armor. (same penalties, less buff) rooted too.

    to others: i feel as you do; i just don't think the devs are seeing the issue. either way, i can see the devs pillow-talking us on this one.
  13. [ QUOTE ]
    The To Hit calculation was changed

    [/ QUOTE ]

    since we'd only just learned the formula, can we get the new one?
  14. though this is indeed good news, the post is too far from techincal. please have castle look it over and make a post .

    *1 infamy sez they nerf lucks
  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    So, if you use Energy Transfer while you have the "Hide" status, ET will do no damage to you.

    [/ QUOTE ]

    That'd be great if it was actually working that way, but it isn't. Using ET after Placate still damages you most of the time. It doesn't if you use it while Hide is unsuppressed, but Placating doesn't seem to have a reliable affect.

    [/ QUOTE ]
    Placate does not equal Hide. They are two separate conditions.

    [/ QUOTE ]

    placate (the power) puts you in a hidden status (for a short time).
  16. getting debt from self inflicted damage is a rather new thing. my em tanker used to kill himself in this way to avoid debt... didn't work sometimes as if left will just a sliver a mob would deal last hit and ... debt. this leaves me wondering if ... that empathy power (absorb pain?) -k, i don't play defenders- gives debt now... those are the only two powers i can think of save for the dark armor thingy but thats pretty slow...

    some emp out there want to test this out?
  17. [ QUOTE ]
    Essentially, you're saying it's good to have a guaranteed, 100% effective way to negate the defining ability of another AT... Stealthing is what they do. They have to be able to do it, and do so without a 100% effective counter.

    Otherwise it would be as crippling as, say, an ability to prevent the raising of toggles. Not a toggle dropper, stun, or other status that would drop it, but an interrupt for any ability that would raise defenses. Just think about what that would do to a tank.

    Removing self-stacking from CM would be a simple solution, as it brings it more in line with other buffs and doesn't completely negate this tactic. You would just need enough empaths to make it possible, and this is enough of a restriction, generally.


    [/ QUOTE ]

    mr/mrs chainsaw,

    why are you posting here? you OBVIOUSLY don't have a clue as to how hide works, how your crits are determined, how to play a stalker. rather than waste my time educating you... you should just make one and play it... maybe even pay attention to what is going on.

    <something less than nice>
    alexander
  18. [ QUOTE ]
    the people who planned those assassin strikes, who waited for the perfect moment to strike?

    [/ QUOTE ]

    thanks for the chuckle.
  19. Alexander_NA

    Accuracy

    cot debuff acc like mad.
  20. [ QUOTE ]
    For the most part, only control AoE powers have Accuracy penalties. At the moment, I cannot recall any AoE damage powers that have an accuracy penalty. Fireball, most certainly, does NOT have an accuracy penalty.

    [/ QUOTE ]

    welcome back geko!!

    psst... update your sig... hehe.
  21. [ QUOTE ]
    does this apply to energy brutes too?

    [/ QUOTE ]
    i am wondering htis myself... anyone know?
  22. thanks castle for clearing that up.

    could you maybe talk to the others about putting things (like this) in the patch notes? there have become ... well, a lot, of undocumented power changes. sometimes it just looks like they're trying to slip one by us.
  23. i recall this one red post about not stealth nerfing... i used to hold high the mighty MoG. but alas, for over yonder hill creeps the assassin that stealth uh... assassinated MoG. oh, MoG, we knew thee well...

    (this is me being overly dramatic without good cause)

    ps, ha... i called him out on his little slip of the tounge. he might as well have said: regen is dead, it just doesn't know it yet; or We, the devs, hereby annouce that we hate regen.
  24. *sits

    *thinks hard about regen

    *throws fit