-
Posts
55 -
Joined
-
I have another problem, always regarding circular dependency.
I create this very simple chain: escort character (activated at mission beginning) -> collecting object (activated at escort's end).
Initially (begin of May) it worked perfectly, then suddenly it started to warn me about the circular dependency (how could it be that event A start after event B and vice versa when A is already active and running?).
Now I'm forced to substitute the Escort with an Ally (the solution I used before I17). -.- -
Not exactly, I think it's broken since the end of May. In fact, I put the sequence (escort to blinky starting at beginning of mission -> blinky starting at end of escort) in one of my published mission just after I17 release and it worked correctly, now it's 2 weeks (or maybe more) that it gives me the circular dependency error (and this really piss me off 'cause I need to add some changes to that arc and, thanks to this bug, I can't).
-
To be honest, I personally think that the Bio Organic Armor would fit perfectly a Magic Pack for demonic-themed character than a Mutant Pack (and it would be awesome if they could add a spiked tail resembling Gundam Epyon's heat rod. I also think that a good choice for a Mutant could be a "Swamp Thing"-like theme, or a variation for Robotic Arm 3, called "Mutated Arm", with various types of organic arms (such as insectoid, armored & spiked, ecc).
-
Mmm, guys I started to have a doubt: is usefull for a Dom to maximize the End Recovery IO set bonus? I always try to do so, but now I'm not so sure a Dom could need it...
-
I found another bug in Mission Architect and this time it will give a bit of work for Doc Aeon.
I tryed to put in a mission a "Defendable Object" goal and, when I tested it, just after I attacked the enemies surrounding the object, a copy of it immediately spawned nearby and was attacked by the enemies. Moreover, even if I defeat all the enemies around them, no ambushes spawn to try to destroy the objects.
I don't know if this problem affects also published arcs, someone can verify it? -
I don't know if there's a specific thread for this, if so move there this one.
I found a little bug (I've also reported it with Bug Report) about how sometimes the Mission Architect manage the custom critters' names.
I wanted to put in a mission 3 different hostages with the same name (the objective is "Rescue a captive"). To do so, I named the first hostage "Hostage", then the second one "Hostage " (with a space after the name). However, if I try to name the third one "Hostage " (2 spaces after the name), the critter adds his name in every text he says (for example, if he must say "Thanks" when free or "Help!" when held captive, he instead says "Hostage : Thanks" and "Hostage : Help!".
I think it's a bug related to the use of 2 contiguous spaces, because it happens even when I tryed to use composite names (for example, if I try to name the first "Captive hostage", the second "Captive hostage " and the third "Captive hostage " or "Captive hostage" - with 2 spaces between the 2 words). -
Quote:1) Then you agree with me that changing the theme and time of Spring Event will surely revitalize it.1) The Spring Fling only really had a Valentines theme when it included Manticore & Sister Psyche's wedding (which was a live event added to match the wedding of Sean Michael Fish, the developer who has taken the 'Manticore' name). You can argue otherwise, but aside from the "Heroes and Villains working together", there's not much to say "Love is in the air!"
2) Independence Day is only July 4th for the United States of America. There are many, many players who are from other countries.
2) Well, there aren't so many reasons to justify a Summer Event. However, it's true that people from outside US play CoX, but Paragon City is fictionally located there, so it's natural that the city celebrates the Independence Day (and it's natural that heroes will protect the celebrations while villains will try to ruin them). -
Looking at CoX's 3 Seasonal Events, I always thought they're a bit incomplete, essentially because, while Autumn (Halloween) & Winter events always have something new to do every year, the Spring event (due to its particular theme) can't be updated so easily. So, I would like to do a pair of suggestions to the devs:
1) transform the Spring Event from the "Valentine's Day" theme to a more general (such as the Spring's Equinox) or another specific (like St. Patrick's Day) "Spring" theme. This way, people still can do Pocket D's stuff and devs can add more contents to the event (for example, with an "Equinox" theme players should try to thwart a CoT's plot to steal the magical energies of the awakening Nature, while with a "St. Patrick" theme villains should try to steal the Golden Pot at the end of the rainbow and heroes should try to stop them - meanwhile the Red Caps, through magical portals, should spread all over the cities to mess up everything);
2) to close the circle, add a Summer themed Event. Of course, the logical choice would be July 4th, with heroes celebrating the Independence Day and villains trying to ruin the celebrations (and the arrive of the new emote /launchfireworks).
What you think about it? -
Same problem with the transfer, it's the whole week I'm trying to charcopy one of my heroes but it didn't work. Hope they fix it soon.
-
Ok, here's the template I planned. Still I have some doubts about the travel power, do you think SS is good or maybe another is better? Any other suggestion will be welcomed.
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Strangler -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(3), G'Wdw-Acc/EndRdx(7), G'Wdw-Hold/Rng(13), G'Wdw-Acc/Hold/Rchg(15)
Level 1: Stone Spears -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(36)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob(15)
Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(36)
Level 6: Super Speed -- EndRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(36)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(39)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Carrion Creepers -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Det'tn-Dmg/Rchg(27), AirB'st-Dmg/Rchg(31), Enf'dOp-Acc/Rchg(39)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(39)
Level 30: Stealth -- EndRdx-I(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(34), C'Arms-Acc/Dmg/Rchg(34), C'Arms-EndRdx/Dmg/Rchg(34), BldM'dt-Acc(37), BldM'dt-Dmg(37)
Level 35: Mud Pots -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), TmpRdns-Acc/EndRdx(43), TmpRdns-EndRdx/Rchg/Slow(43)
Level 38: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(42)
Level 41: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), UndDef-DefDeb(45), UndDef-DefDeb/Rchg(45), UndDef-Rchg/EndRdx(45), Achilles-ResDeb%(46)
Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 49: Summon Tarantula -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(50), C'Arms-Acc/Dmg/Rchg(50), C'Arms-EndRdx/Dmg/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 2,5% Defense(Smashing)
- 2,5% Defense(Lethal)
- 1,25% Defense(Fire)
- 1,25% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 1,25% Defense(Melee)
- 2,5% Defense(Ranged)
- 2,5% Defense(AoE)
- 4,05% Max End
- 3% Enhancement(Immobilize)
- 5% Enhancement(Held)
- 37,5% Enhancement(RechargeTime)
- 53% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 8% FlySpeed
- 114,5 HP (11,3%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- MezResist(Held) 2,2%
- MezResist(Immobilize) 6,6%
- 19,5% (0,33 End/sec) Recovery
- 32% (1,36 HP/sec) Regeneration
- 1,58% Resistance(Fire)
- 1,58% Resistance(Cold)
- 5% Resistance(Negative)
- 13% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;697;1394;HEX;| |78DAA593C94F136118C6BFEED085B616CA56B60A52B696DE5C0EC6002A496B6A1AA| |351631DCA4446EB947446042FA21E5CE2C125261A2D60F46238787039E8498D7F86| |46FF013DB99DEABB7C2D8B4727EDF39BEF9DF77BBE27EF64D2F3E35E2116770B8B7| |FACA018466EBC7856D315B3587265F39AAAE755E1124274D5CAB9B1A26E968A8578| |A6A0E86675B5EEF91EC350CE15CCF884523267AAABE0A43EA39654DD8C576FDC992| |29864675575DA4BB77B3553570D8317295599D5F453415A4CEA739AA14D6905CD5C| |689F98D5F2F1B5D3D24A5E05314CB5B4D0024107E0BFCF26E455B18B198B104961D| |508CED304EF1942438170DFB7AEBD2CB0645F22D42D13022B84AD8F09FBC1DD22DB| |2DB7D8FD36BBDF61F7BBEC7E8FF000DC6DB2DD7692DD15769F62F73CBB4F3360DA0| |E6E178E1E2A39A1E4B270C915A3D24330AD97A6F51CD9CD91DD1C39B22172181C3C| |D2D4D3492517947CD2D4D74BA54760EA975DFE212AA52079509E13FC61C5D2969F8| |C5F84CEDF8C3F843A300DB1A935E404D86DA27113CB704A93B46CE27984791E619E| |4784E7B18DE71105CB666EB73607D9A26513D390B2555AB6BEA46D6DAF18CF099DA| |B6CC96F6B0912B4CBF6764ED0CD09BA3941F786043E48D021C7D2C16FE4001CD8C5| |2547D7272B3EEFF9CCF8C2F84AE8FD46EDBDDF09CB706E54EE8ACEF193F384FE79C| |605C2E0338A39B84A58815D7D326DDF452AF52F12062E312E33AE10AE42B4983C24| |F684FD9E1286DFD33B1AFEC0F84818790708896BB06B484E79284046238D8C10E13| |A34C4B9C1167F417E099E7482279D784DB8017DA3B26F942793E4C9247932499E4C| |C45EFBE6E0079748FD53C9D86B1F9AB05025BAD6F35FD71B6FD5A7FEA01B348B720| |8E530CA1194A328C7508EA39C40C9A154DED676FBB763A01D283B5176A1DCC42617| |7E6E1E142F8A0FA501C58F124009A18451DA50CA2895BF61730EBC| |-------------------------------------------------------------------|
-
Guys I need some advice.
I'm trying to create the build for my Dom, but I'm stuck in the mid levels, 'cause I don't know which powers to take. This is what I created until now:
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 29 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fitness
Villain Profile:
Level 1: Strangler -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(3), G'Wdw-Acc/EndRdx(7), G'Wdw-Hold/Rng(13)
Level 1: Stone Spears -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(23)
Level 4: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17)
Level 6: Super Speed -- EndRdx-I(A)
Level 8: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9)
Level 10: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11)
Level 12: Stealth -- EndRdx-I(A)
Level 14: Swift -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Vines -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(23)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29)
Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Det'tn-Dmg/Rchg(27)
Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 2,5% Defense(Smashing)
- 2,5% Defense(Lethal)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 1,25% Defense(Melee)
- 2,5% Defense(Ranged)
- 2,25% Max End
- 3% Enhancement(Immobilize)
- 2,5% Enhancement(Held)
- 3,75% Enhancement(RechargeTime)
- 14% Enhancement(Accuracy)
- 30,5 HP (3%) HitPoints
- MezResist(Held) 2,2%
- MezResist(Immobilize) 6,6%
- MezResist(Stun) 2,2%
- 6,5% (0,11 End/sec) Recovery
- 1,88% Resistance(Negative)
- 5% RunSpeed
Code:Any suggestion to give to me?| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1042;510;1020;HEX;| |78DAA592CB6ED3401486C7B15393C4AE6B42D3AB0414362C88C48ECB02A1B640A54| |40A8A100810C10D233C60ECCA1E2ABAE30158705B70510A6FC002B181E7E222010A| |E732494BD9203192BFDFF3FB9CDF4763B71FAE78423C3A2BAC6039898AA2B792DD5| |769A4B3DCEDF6954CFB52B842888363BBB79CA53ACF92662789523DDAED7A7EAE28| |A207896EAE46B98E47BB702D8D652E53DD1CDD543B19847437A4BC1DD2ED5ABAA90| |AB5AE12A5B73C72CE2B9DCAA2A8F1265177627D687543F59B3B2F6BC94D15E9384A| |7BEDA8D032DF9A85618FC175C116660D6D115B429C102545327197C4BB47F2D2DF5| |537106839DB24936F49A6DE915C843C8BEB1CEB09E73DE5BC679CF79CA4F182E415| |C4DA26D6BEC5B111C7AE736C9FE4081C6E99EB44F93059AFA1D565ABE4FE28A1B5E| |F27CB2F923750503105151EB9CA235779641FDA6B26B4C6A165B07C8B2DFF38592E| |5881B182A364B560E4D04C1D7EA197EDFFCAF28DA4F19D0781D63AB796EA13208E2| |D0EECD1014C39CD59D6349FC0229FC01274CF98F96742AE9EDDA36D9864CED4CC7D| |A0B6F98F2CEF49B6217EC1C42FFC113FFCC7B5E88CBFBCA026D1FACBE938E3AF2E2| |C7296766AFE6B7DF24639954B556017711971057115710D711D71037113D1430C3F| |8FBB839338D029C469C419C4632C72F117A8213C848F9844048829441DD140CC230| |688E16FA35C010D| |-------------------------------------------------------------------|
-
Quote:Ah ok, then I just need to correct the bookmark.Typing http://www.cityofheroes.com/ still takes us into the english EU site, BUT the flags now work so you can get to the US, French and German sites.
-
It's solved? Mmm, strange, I still have this problem (maybe I only need to try later)...
-
Ok, I've put together another version. Essentially is the old one with different placement for some slots. What do you think about it?
Villain Plan by Mids' Villain Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(7), BldM'dt-Dmg(17)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(19), Dct'dW-Rchg(33)
Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(19), Dct'dW-Rchg(33)
Level 4: Share Pain -- Heal-I(A)
Level 6: Super Jump -- EndRdx-I(A)
Level 8: Train Ninjas -- EndRdx-I(A), EndRdx-I(46)
Level 10: Swift -- Run-I(A)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Health -- Heal-I(A)
Level 16: Conduit of Pain -- RechRdx-I(A)
Level 18: Enforced Morale -- RechRdx-I(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Suppress Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Oni -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(31), BldM'dt-Dmg(31)
Level 28: World of Pain -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(29), ImpArm-EndRdx/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(33), RechRdx-I(37), ToHit-I(37)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43)
Level 32: Kuji In Zen -- EndRdx-I(A), EndRdx-I(46)
Level 35: Anguishing Cry -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(36), ShldBrk-Acc/EndRdx/Rchg(36), LdyGrey-DefDeb(36), LdyGrey-DefDeb/Rchg(37), LdyGrey-Rchg/EndRdx(39)
Level 38: Painbringer -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Mrcl-EndRdx/Rchg(40), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40)
Level 41: Dark Embrace -- EndRdx-I(A), EndRdx-I(42), ResDam(42), ResDam(42), ResDam(43)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46)
Level 47: Soul Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), BasGaze-Acc/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(50)
Level 49: Night Fall -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(50), Cloud-Acc/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy -
Surely it won't be choose by your powerful machine, however I submit to you my arc, "The Natural Earth" (ID 69759).
-
Guys I need an help about a very strange problem I noted. In one of my arcs (labelled as "for lvl 40-54") I use a hybrid custom villain group which doesn't have level gaps (since the custom critter are lvl 1-54 and the standard ones are all lvl 39-54). Before I16 everything was fine, but today I checked my arc with a lvl 50 and discovered that now only the custom critters spawn inside the missions. I tryed to modify the group but still the standard critters don't spawn. What's happening? As I said, before I16 this problem didn't exist, could it be related to the exp change added (since the Custom part of the group has all the roles - minions, lieutenants and bosses - while the Standard part has only minions and bosses)?
-
Ok, here's a new version of my first template:
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Pain Domination
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(9), BldM'dt-Acc:50(9), BldM'dt-Dmg:50(19)
Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(33)
Level 2: Soothe -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(33)
Level 4: Share Pain -- Heal-I:50(A)
Level 6: Combat Jumping -- EndRdx-I:50(A), Zephyr-ResKB:50(46)
Level 8: Train Ninjas -- EndRdx-I:50(A)
Level 10: Swift -- Run-I:50(A)
Level 12: Call Jounin -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(13), BldM'dt-Acc/EndRdx:50(13), BldM'dt-Acc/Dmg/EndRdx:50(15), BldM'dt-Acc:50(15), BldM'dt-Dmg:50(19)
Level 14: Health -- Heal-I:50(A)
Level 16: Conduit of Pain -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 18: Enforced Morale -- EndRdx-I:50(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Suppress Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(23), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(25), Dct'dW-Heal:50(25), Dct'dW-Rchg:50(34)
Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(43)
Level 26: Oni -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(27), BldM'dt-Acc/EndRdx:50(27), BldM'dt-Acc/Dmg/EndRdx:50(31), BldM'dt-Acc:50(31), BldM'dt-Dmg:50(34)
Level 28: World of Pain -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(29), ImpArm-EndRdx/Rchg:40(29), ImpArm-ResDam/EndRdx/Rchg:40(31), RechRdx-I:50(33), ToHit-I:50(46)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(37)
Level 32: Kuji In Zen -- EndRdx-I:50(A)
Level 35: Anguishing Cry -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-Acc/Rchg:30(36), ShldBrk-Acc/EndRdx/Rchg:30(36), LdyGrey-DefDeb:50(36), LdyGrey-DefDeb/Rchg:50(37), LdyGrey-Rchg/EndRdx:50(40)
Level 38: Painbringer -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(39), Efficacy-EndMod/Acc/Rchg:50(39), Mrcl-EndRdx/Rchg:40(39), Mrcl-Heal/Rchg:40(40), Mrcl-Heal/EndRdx/Rchg:40(40)
Level 41: Dark Embrace -- EndRdx-I:50(A), EndRdx-I:50(42), ResDam(42), ResDam(42), ResDam(43)
Level 44: Soul Tentacles -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46)
Level 47: Soul Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(48), BasGaze-Acc/Hold:30(48), BasGaze-Acc/Rchg:30(48), BasGaze-Rchg/Hold:30(50)
Level 49: Night Fall -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(50), Cloud-Acc/EndRdx/Rchg:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
It's still a work in progress, so any comment and/or suggestion will be appreciated. -
Ok, tnx for the advices, here's a first prototype for the build (consider I've the 60 Months Veteran):
Level 1: Call Genin
Level 1: Nullify Pain
Level 2: Soothe
Level 4: Share Pain
Level 6: Super Jump
Level 8: Train Ninjas
Level 10: Swift
Level 12: Call Jounin
Level 14: Health
Level 16: Hasten
Level 18: Smoke Flash
Level 20: Stamina
Level 22: Suppress Pain
Level 24: Assault
Level 26: Oni
Level 28: World of Pain
Level 30: Tactics
Level 32: Kuji In Zen
Level 35: Anguishing Cry
Level 38: Painbringer
Level 41: Dark Embrace
Level 44: Soul Tentacles
Level 47: Soul Storm
Level 49: Night Fall
What do you think about it? -
Ok, other suggestions?
For example, which powers I can skip or which Power Pools I can take (since Medecine isn't needed with Pain)? -
Guys I'm trying to create a good template for my Ninjas/Pain MM, have you some suggestions for me?
For example, did you think I must take all the heals or I can skip Share Pain?
Any help will be appreciated. -
[ QUOTE ]
Bonus Trivia Question: Who is the US President in CoX?
[/ QUOTE ]
Normally in comics the President is the same that in reality (for example, now in Marvel's comics is Obama - as saw in a Spiderman issue and other ones), so I think it's the same thing in CoX (so Obama here too). -
[ QUOTE ]
Edit:
This has been bugging me for a while, but Sister Airlia, is she different from Ghost Widow? Just the Cimerorian version? Or is there a further connection between the two (ancestor/same person/etc)?
[/ QUOTE ]
Personally I think that Ghost Widow is Airlia's reincarnation. Maybe Airlia was cursed by Sister Solaris to continue to reicarnate until she won't do something specific. Airlia however has discovered that, by gathering enough mystic energy into one of her reincarnations, she can break the curse (so, in her first arc, she tried to gather those energies into GW). -
I didn't try it, but personally I think that Yin's Market (since you need to "unlock" it by saving Penelope's father to enter) doesn't count for Shopkeeper.
-
[ QUOTE ]
Am I the only one who likes the Stone AP for the loads of extra control you get out of Fissure and Seismic Smash? Honestly, unless you're getting your KB protection from Hover, then the synergy Stone adds to Fire control is too good to pass up. If you are using Hover for KB protection, then I would probably go with the Ice( Cold? ) AP for the slow in Frost Breath - it's another form of control that can augment your effectiveness against things that resist stun or immobilize.
Fire is probably the last AP I'd look at. Fire Shield is nice, but honestly with a controller in the 40s do you really need that? You have Imps, you have controls, if you take Stone, you have MORE controls, you have damage. There should be very few things hitting you. At that point, Fireball is a waste because all it does is damage, where as Stone and Ice both have control elements in their damage powers to help keep the mobs from getting to even swing at you.
[/ QUOTE ]
Well, I took Fire as AP 'cause it fits thematically with my character's BG, however your idea is nice, I think I'll analyze it. -
Ok guys, here's my template for my Fire/Thermal, what you think of it (for SJ consider I've the 60 months Veteran)?
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Thermal Radiation
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(7), G'Wdw-Acc/Rchg:50(19), G'Wdw-EndRdx/Hold:50(19), G'Wdw-Acc/Hold/Rchg:50(27)
Level 1: Warmth -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(29), Dct'dW-Rchg:50(43)
Level 2: Fire Cages -- TotHntr-Acc/Rchg:50(A), TotHntr-EndRdx/Immob:50(3), TotHntr-Acc/EndRdx:50(7), TotHntr-Immob/Acc:50(11)
Level 4: Thermal Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(5), ResDam-I:40(17)
Level 6: Cauterize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Heal:50(29), Dct'dW-Rchg:50(43)
Level 8: Assault -- EndRdx-I:50(A), EndRdx-I:50(9)
Level 10: Plasma Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(11), ResDam-I:40(17)
Level 12: Flashfire -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(13), Stpfy-Stun/Rng:50(27), Stpfy-Acc/Stun/Rchg:50(34), Rope-Acc/Stun/Rchg:50(39)
Level 14: Super Jump -- EndRdx-I:50(A)
Level 16: Power of the Phoenix -- RechRdx-I:50(A)
Level 18: Swift -- Run-I:50(A)
Level 20: Health -- Heal-I:50(A)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Cinders -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(25), BasGaze-Rchg/Hold:30(25), G'Wdw-Acc/Rchg:50(31), G'Wdw-EndRdx/Hold:50(34), G'Wdw-Acc/Hold/Rchg:50(34)
Level 26: Thaw -- EndRdx-I:50(A)
Level 28: Forge -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(37), AdjTgt-ToHit/EndRdx/Rchg:50(37), AdjTgt-EndRdx/Rchg:50(37), AdjTgt-ToHit/EndRdx:50(39)
Level 30: Bonfire -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(31), RechRdx-I:50(31)
Level 32: Fire Imps -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(33), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-EndRdx/Dmg/Rchg:30(33), BriL'shp-Acc:40(42), BriL'shp-Dmg:40(43)
Level 35: Heat Exhaustion -- Acc-I:50(A), Acc-I:50(36), RechRdx(36), RechRdx(36), RechRdx(39)
Level 38: Melt Armor -- UndDef-DefDeb/Rchg:50(A), UndDef-DefDeb/Rchg/EndRdx:50(40), UndDef-Rchg/EndRdx:50(40), UndDef-DefDeb/EndRdx:50(40), AnWeak-Acc/DefDeb:50(45), AnWeak-DefDeb/EndRdx/Rchg:50(45)
Level 41: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Shield -- EndRdx-I:50(A), EndRdx-I:50(48), ResDam(48), ResDam(48), ResDam(50)
Level 49: Fire Ball -- Dmg-I:50(A), Dmg-I:50(50), EndRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment