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Posts
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Joined
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None of them, because I can't afford a new computer and there's no way in hell my laptop will run Ultra mode
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Quote:Recharge bonuses no longer affect pets. On the plus side, they can't be -recharged either. Also, you don't need the power to come up more often, because frankly the only time singie will die is if you do.I was gonna make a thread about this just today. Glad to see there's already one.
A couple questions.
1 recharge intensive sets. what are they good for to increase recharge? I like the 4 slot set bonus's.
Quote:2 force feedback proc. will this increase singy's attack rate, increase mine or will it not do anything?
Quote:Im gathering that frankenslotting acc/dam/hold/immob is the way to go. Yes/No? -
Quote:Forget Karma, go with Steadfast in your DR toggles. It's generally a bit cheaper, to boot.Thanks for the replies.
This is indeed for Dark Armor, so no -KB power available. She is an old build (Majek, my original toon, stalled at level 44) and has Acrobatics for -KB. I want to free up the power pick so was looking at ways to use Karmas rather than Acrobatics.
Regarding Parry... as a low damage attack I only use it for its +Def side effect ... it is currently two-slotted for accuracy and I was considering adding a slot for a Karma.
I'd like to be able to Exemplar to most any level and have good -KB so CJ and Parry are on my short list for Karma -KBs. -
Quote:Yeah, I did the math on it (yay Stats!) and there's an 89.26% chance of getting at least 1 proc with Theft of Essence in a fully saturated DR (Target cap on it is 10, right? If I'm mistaken, and it's 16, a saturated DR has a 97.19% chance of going off once when fully saturated.) Assuming most people have it slotted down to 16 end per cast, you only need 2 procs for a net gain of end.Yeah, the Theft of Essence proc sure makes a huge difference, doesn't it? I'd READ people saying that Dark Regeneration was now an endurance replenishing tool, but had a hard time believing it. Then I slotted one, and watched my blue bar go up more often than down. Good LORD what a difference!
Since ToE procs independently (no cool-down timer, etc.), it's a simple binomial probability, so the probability of gaining end back (2+ successes) is simply 1-P(0 or 1 successes), with p = .2 (20% chance to regain the 10 end).
so it's 1 - ( (10 C 0) * .2^0 * .8^10 + (10 C 1) * .2^1 * .8^9 ) or 62.42% chance of a net gain of endurance, based on 10 targets. Obviously, with fewer targets the chances decrease, but 7 targets gets you a 49.67% chance of a net endurance gain, and 8 targets gets you to 56.38% chance of net gain. It really is nice. -
Quote:Burning forest was removed because if you put a defeat all in it, the mission was unbeatable. The (untargetable) fires were counting as enemies.I'm annoyed about the removal of the burning forest. I wrote a story that involved that map for one of the missions. With the removal of that map my story no longer makes any sense.
Devs never noticed this in their missions because they don't have any defeat alls on it. -
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Quote:Or, you know, knows that people are in such things as school or back to work if they're semi-seasonal like, say, teachers, neither of which you apparently know about if you think a dip in a video game's concurrent population in September is an indication that subscribers are dipping. In the summer, I play almost every other weeknight, and most weekends. While college is in session? I play once or twice a month, but I keep my subscription up to be able to do so.I play on the NA servers and it is kinda dead these days too. All are light loads all the time. Freedom and Virtue all show light where they used to show medium loads until Sept. So, the game is losing players and anyone saying otherwise is an idiot.
Quote:Lastly, I love the class of the jerk-offs with the rude replies. Way to add to the game and make your fellow CoH'ers feel welcome. You guys need to grow up.
Quote:So, the game is losing players and anyone saying otherwise is an idiot. -
Quote:I did 3 Dam/Mez Hamis on my controller, but he runs Tactics (6-slotted with Gaussian's) as well, so accuracy is not a huge issue.One note - singy does *not* have a high accuracy bonus. The power may list a 100% bonus, but that is common to many pet summoning powers, and does *not* carry over to the pet's own powers. In fact, singy is one of two pets (animate stone being the other) to actually have a tohit *penalty* - singy and stoney only have base 50% tohit, not 75%. Singy's grav distortion and crush do both have the standard 20% accuracy bonus, and his attacks don't seem to be typed at all (meaning he should ignore defense), but I'd still put in at *least* two accuracies. Acc/mez hamis could also be useful once you near 50.
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Every time I hear that name I can't help but think of this pro wrestling move. (Ignore the crap music, it was the best batch of clips of it I could find.)
Also, quit trying to take DS out. It has uses, all it needs is to be tweaked, and swapped with Wormhole. Lift needs the same damage as propel, and cut the animation time on Propel down a tuch. I'll even take 2 seconds. -
Here's some numbers from BillZ
They include all current melee sets if added to Brutes and Scrappers "as-is" back in May of 09 (So post I14, including the I13 animation changes). MA comes in for ST DPS above both the more commonly used sets of Broadsword and Katana for "normal-recharge builds". It is, in fact, roughly middle of the road for all current scrapper sets, with the following results:
Claws: 153 DPS
Fiery: 152.5 DPS
Dark: 144.9 DPS
MA: 143 DPS
DB: 138.5 DPS
Katana: 131.2 DPS
BS: 123.8 DPS
Elec: 106 DPS
Spines: 81.8 DPS
Now, knowing that Elec and Spines are AoE sets, not ST, MA is still smack in the middle, and above 3 other (very popular) sets for ST DPS. in fact, it's only 10 DPS shy of the leader, and has a 19.2 DPS advantage over the lowest ST set. -
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Quote:Benumb doesn't affect Purple Triangles, it affects mez resistance.So I mainly just lurk, but felt I should stop to crush your drea - er, to point out that this defender guide says that Benumb doesn't affect purple triangles (under "Benumb mechanics"). No idea where that info comes from, but it's there.
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Quote:Valid point, but that's still going to punch up Grav's chances of pulling this off. It'll need a little help from secondary/APP, but it can probably be done in a mega-recharge build.The actual Cycle on Singy's GD is 11.3s (because you have to take the activation into account). So Singy can stack about 9 mags under ideal conditions.
According to my quick & dirty calculations, between GD from the player and GD from Singie, we already get to mag 30 before any global recharge. At perma-hasten, we're at about mag 42, assuming no misses, of course. This is before considering anything from secondaries or APPs. I think a Grav/Cold would be capable of it on a perma-hasten build, though that would depend on how heavily AVs resist -mez resist.....
Quickie build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Crush -- GravAnch-Immob:50(A), GravAnch-Hold%:50(3), GravAnch-Immob/Rchg:50(3), GravAnch-Acc/Immob/Rchg:50(5), GravAnch-Immob/EndRdx:50(5)
Level 1: Infrigidate -- AnWeak-Acc/DefDeb:35(A), ShldBrk-Acc/DefDeb:30(33), Achilles-ResDeb%:20(34)
Level 2: Gravity Distortion -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(9), UbrkCons-Acc/Hold/Rchg:50(9), UbrkCons-EndRdx/Hold:50(11), UbrkCons-Dam%:50(11)
Level 4: Ice Shield -- LkGmblr-Rchg+:35(A), DefBuff-I:35(43), DefBuff-I:35(43), DefBuff-I:35(46)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Lift -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(13), Apoc-Acc/Dmg/Rchg:50(13), Apoc-Acc/Rchg:50(15), Apoc-Dmg/EndRdx:50(15)
Level 10: Glacial Shield -- LkGmblr-Rchg+:35(A), DefBuff-I:35(46), DefBuff-I:35(46), DefBuff-I:35(50)
Level 12: Swift -- Run-I:50(A)
Level 14: Health -- Heal-I:35(A), Numna-Regen/Rcvry+:35(17), Numna-Heal:35(17)
Level 16: Frostwork -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(23), Dct'dW-Heal/Rchg:35(25), Dct'dW-Heal/EndRdx/Rchg:35(25), Dct'dW-Heal:35(31)
Level 18: Gravity Distortion Field -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(21)
Level 20: Stamina -- EndMod-I:35(A), EndMod-I:35(21), EndMod-I:35(23)
Level 22: Arctic Fog -- LkGmblr-Rchg+:35(A)
Level 24: Snow Storm -- TmpRdns-Acc/Slow:35(A), TmpRdns-Dmg/Slow:35(34), TmpRdns-Acc/EndRdx:35(37), TmpRdns-Rng/Slow:35(37), TmpRdns-EndRdx/Rchg/Slow:35(40)
Level 26: Wormhole -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(27), Amaze-Acc/Stun/Rchg:50(27), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(31)
Level 28: Benumb -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29), RechRdx-I:50(34), RechRdx-I:50(48)
Level 30: Maneuvers -- LkGmblr-Rchg+:35(A)
Level 32: Singularity -- HO:Endo(A), HO:Endo(33), HO:Endo(33)
Level 35: Sleet -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(36), Ragnrk-Acc/Dmg/Rchg:50(36), Ragnrk-Acc/Rchg:50(36), Ragnrk-Dmg/EndRdx:50(37)
Level 38: Heat Loss -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(39), Efficacy-EndMod/Acc/Rchg:35(39), Efficacy-Acc/Rchg:35(39), Efficacy-EndMod/Acc:35(40), Efficacy-EndMod/EndRdx:35(40)
Level 41: Hurl Boulder -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(42), Entrpc-Dmg/Rchg:35(42), Entrpc-Dmg/EndRdx/Rchg:35(42), Entrpc-Heal%:35(43)
Level 44: Seismic Smash -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45), BasGaze-Acc/EndRdx/Rchg/Hold:30(45)
Level 47: Rock Armor -- LkGmblr-Rchg+:35(A), HO:Cyto(48), HO:Cyto(48)
Level 49: Tactics -- HO:Cyto(A), HO:Cyto(50), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 2.5% Defense(Ranged)
- 3.15% Max End
- 1.5% Enhancement(JumpSpeed)
- 4% Enhancement(Heal)
- 122.5% Enhancement(RechargeTime)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(RunSpeed)
- 60% Enhancement(Accuracy)
- 42 HP (4.13%) HitPoints
- MezResist(Confused) 2.75%
- MezResist(Terrorized) 2.2%
- 23% (0.38 End/sec) Recovery
- 48% (2.04 HP/sec) Regeneration
- 11.3% Resistance(Fire)
- 11.3% Resistance(Cold)
Set Bonuses:
Gravitational Anchor
(Crush)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Gravity Distortion)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Ice Shield)- 7.5% Enhancement(RechargeTime)
(Lift)- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Glacial Shield)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.51 HP/sec) Regeneration
(Frostwork)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Gravity Distortion Field)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Arctic Fog)- 7.5% Enhancement(RechargeTime)
(Snow Storm)- 1.5% (0.03 End/sec) Recovery
- 1.5% Enhancement(Slow)
- 0.9% Max End
- 3.75% Enhancement(RechargeTime)
(Wormhole)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Maneuvers)- 7.5% Enhancement(RechargeTime)
(Sleet)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Heat Loss)- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hurl Boulder)- 10% (0.42 HP/sec) Regeneration
- MezResist(Confused) 2.75%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Seismic Smash)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Rock Armor)- 7.5% Enhancement(RechargeTime)
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Grav's biggest problems (From 50 levels of Grav/FF, so I didn't have a secondary that can prop up problems with the primary):
1) Lift doesn't do enough damage. After playing a Mind controller, I have to wonder why the otherwise identical attack does twice the damage. And now Dominators have the same damage in Lift as in Levitate, so give it to Controllers, too.
2) Dimension Shift's usefulness doesn't occur in early levels. Quite frankly, despite its disuse, I can't get behind the idea of heavily changing it or replacing it, though, because it is really the best flavor-power for Grav. To increase its usefulness, perhaps lock its duration, while keeping it enhanceable for intangibility magnitude. Increase the immobilize magnitude to 10 or so, high enough to ensure it locks anyone it hits in place. Don't make it auto-hit, but give it an accuracy bonus.
3) This is going to run afoul of the cottage rule, but it needs to be done. Swap Wormhole and Dimension Shift. A level 12 controller is getting to where he can really use his first AoE mez. And Wormhole fits perfectly there.
The set is not horrible, but it has a few issues is all. It has one of the best pets in the game (possibly the best depending on who you ask), does decent ST control and a good chunk of ST damage. But those three changes I listed above would definitely bring it in line with the other primaries. -
Quote:According to Red Tomax, Singie's GD is 8 seconds. Singie is actually the only controller pet that has decent recharge on its control, because that's Grav's shtick. Grav gives up some direct control and gets damage, then gets a pet that does a bunch of controlling for you.Singularity and Jack are terribad at stacking mez reliably. Jack because of poor attack cycling once the sword is out and Singy because of the unusually long cycle time on his Gravity Distortion power.
Actually, the full stats are that by default, it can easily stack Mag 6, without any slotting. With full mez slotting, it can easily add an extra Mag 12 as it will last 37-ish seconds, along with its own Containment chances. The only reason it seems to have bad mez-stacking is that it doesn't have animation differences for the powers on itself. They all have a pulse. Against a single hard-target, Singie is like having half a controller with you (because it no longer takes recharge). -
Funny, they never ever said "can't" about power customization. They said it'd require a major overhaul in the way powers work, and would take quite a few man-hours.
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Quote:Supposedly you can get them through LevelUp Games. I say supposedly because other Latin Americans have said that they don't have them.And while they're making changing to the NCsoft store, make them remove the IP check that prevents me from buying any booster packs and instead tells me to check a "local retailer" (my "local retailer" doesn't even sell COH anymore, and getting time card codes from them was a royal pain; they don't even know what super boosters are).
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Quote:Hmmm..... I wonder if Grav/Rad/Stone could come close on a mega-recharge build. GDF up frequently, GD, Choking Cloud, Seismic Smash, and Singie spamming GD/Crush/Lift while you're at it.....Just for reference. I'm not looking for a solo career at all. I'm just asking this question in general. And specifically in my build, I happen to have four hold powers. Fossilize. Volcanic Gases (4 seconds off perma), Chocking Cloud, and Seismic Smash.
Thanks for the vid though, was interesting to watch -
Quote:You also missed the part where having two of the same people who drank of the Well of Furies from different dimensions in the same dimension was weakening Tyrant. The post-mission debriefing was pretty explicit in that.For a man who owns his own dimension my first meeting with him was slapping him around the room without having to pop an inspiration.
I think the key is, as stated above, a rewrite of the arc. The Tyrant arc never felt like a shining moment to me and I think this was due to the perceived power levels of the group. I felt more victory taking out his troops.
Personal perception, and it appears I am in the minority. -
Quote:No, the OG ticks are affected by damage scalars, but not by buffs (or debuffs)Brutes also have more HP than Scrappers, so they can take the damage better. Does Oppressive Gloom tick for the same amount on a Brute as a Scrapper?
This was tested on my Dark/SS Tank, who definitely takes less damage than a Dark Armor scrapper from them. -
Quote:Hami is currently balanced around a decently-organized 50 people. On Virtue, we've beaten him with about 36 (the fewest non-leeches we've had when I was actually there for it). If you gave Virtue United a 100-man Hami, we'd break it wide open.i didn't think about zone size, but i guess seeing as there are 2 hami zones it could be made that they are both coop and therefore 100 people could do a hami raid at one time, and i'm sure 100 people a day is enough space. But if not the zone capacity could be raised to 75 maybe, unless this would make the Hami too easy.
Also, Virtue had (last time I actually had a chance to log on, college can get brutal) 2 raids a week per side, with 2 raids per raid day, in different zone instances. I don't know about other servers, but there's no real need to make it co-op. No real reason, either. -
Quote:Eh, I play my Dark/SS tank because she's more like a scrapper that can survive scrapperlock.I'm pretty sure my Ice/Fire tank will see less use after the Issue. Hell, all my tanks probably, beyond the lower levels...except for my Fire/Fire Scranker maybe. Scranking and maybe Blapping may make a come back.
I still get the nagging feeling that outside of some TF's a Tank will be less desireable in relation now, won't it? It's already slightly annoying past 38 or so (some Trollers), and it's bound to get worse for Tanks. Glass half empty kinda guy, yeah I know.
Yes, I drag a team into scrapperlock, because that's how I roll, and people really will follow the tanker. -
Quote:Really? That's actually news to me. I'd always been given to understand that was what caused it. I'll have to remember that.Please stop posting this story. Those events actually only had marginal influence on the decision to move Suggestions & Ideas from Player Help (not Development) to For Fun. Yes they coincidentally were occurring around the same time the decision was made, however for the people really on the inside of that decision (Community Reps and the players on the Forum Planning Committee), they weren't the deciding factor.
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