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  1. I haven't seen this idea talked about (though I may have missed it), but how would the Theft of Essence: Chance for +End proc work in Transfusion? I would think it would have a chance of affecting each ally healed, but without testing I can't be sure.

    Has anyone tried this?
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    3 seconds per frame...
    Fixed that for you.
  3. Forgive me if this is a somewhat loaded question, but which defender(s) perform best in the incarnate content? Is there a significant difference between the sets and performance there?

    Thinking about making a defender pretty soon and I'd like to have as much contribution as possible once I get up there.

    Thanks.
  4. Quote:
    Originally Posted by Soul Plague View Post
    • At random times, no matter what you happen to be doing at the time (AFK, changing your outfit at the tailor, respeccing, in the middle of a Trial with a wicked great team that desperately needs you), you will teleport away into a combat in some random location against some random enemies where you fight alongside a clone of yourself. Enemy level will also be random, but at least your clone will be near the level of the enemy (-4 to +1). This is the side-effect to...
    • The ability to summon yourself (a clone) from somewhen else on the time-line. It's a crap shoot. Sometimes a level 1, a level 50+, or somewhere in between. Unfortunately, there is a random chance the clone will be afk, or in the middle of changing outfits, etc.
    I would vote for this. Where's the polling place?
  5. Thanks for the encouragement!

    I do not think Katana will fit my concept; I will have to check on that. But no; I have not yet made this character but plan to early next month. My current project should be done by then: he is level 45 now with about 70% of his build completed. I just like to have a clear goal in mind for the character when I start out.

    In my experience, 32.5% defense on top of a resist set is sufficient for most of the time and being a single Luck from 45% is great for the tough stuff. I prefer positional to typed just because and, since this build's basis is neutral (that is, decent starting defense to all, discounting Parry), I can just as easily go for positional defense as typed. Counting Parry would push it toward Positional anyway.

    I am willing to skip one of the mez auras and neither is preferred, for concept reasons, over the other.

    I do not anticipate acquiring the necessary IOs to be a problem. I am by no means rich, but I can adequately fund a build.

    Once I have had time to make a decent build, I will bring it here for improvement.
  6. Hello,

    I'm just about done with my tanker project and I'm thinking about working on a scrapper next. For concept reasons I am looking at Broadsword and Dark Armor and I'm wondering: What challenges will I be facing with this character? Obviously, endurance will be an issue. But beyond that, do these sets work together well? At least, do they avoid stepping on each other's toes?

    I've done some reading on Dark Armor and I have a short list of must-have IOs; namely, some form of -kb, the +Recovery uniques and the +End procs.

    As a goal, I will probably go for positional defense bonuses to 45% or, failing that, 32.5% to all. Then as much recharge as I can reasonably fit.

    Is this too ambitious? Not ambitious enough? I would like to handle normal content at least +2x5, and do well on incarnate stuff. I don't feel driven to have necessarily the best build out there, but I would like to be capable of almost anything (within reason).

    Note that I am not looking for a build, just some pointers. It will probably be next month when I start on this, as my wife is due to give birth to our third newb some time this week.

    Thanks in advance.
    -AYB
  7. I'd expect an Accelerated Metabolism clone, some ally +Def powers (spun as affecting time around allies to make them faster or incoming enemy attacks slower), foe debuffs (speed/recharge, endurance drain, -Def, etc.), perhaps a Wormhole clone (spun as a "rewind" ability), some kind of +endurance/recovery power, some sort of heal/regeneration buff, and probably some kind of time-stopping AoE mez power (Hold or Immob most likely).

    Maybe a Fulcrum Shift-like power for (+Speed,) +Recovery, and +Recharge. That'd be cool.
  8. Looks to me that the intent is that paying players will lose nothing and, with nothing extra required, be top of the pile in regards to the new stuff. Plus, an influx of new players previously unable or unwilling to pay. The free players will be second-class super-powered citizens, of sorts. It says free players will have access to 8 Archetypes, which I assume excludes the Epic ATs and probably Controllers and Masterminds.

    Am I reading this wrong? I don't see doom here.

    Oh, and a VIP-Only (read: no-noobs) server.
  9. Quote:
    Originally Posted by Amy_Amp View Post
    I have been running the cyborg version of the farm and I have opened the first door and instantly met a x8 spawn. Eating purples before that helped me not play catch up. I might as well eat some before going in to free up room since they drop so often.
    That makes sense. I've always used a personal ambush farm on I think it's Tech Abandoned 1. There's a double door right at the entrance, so no spawns waiting to gank you at the front door. I don't think I have ever been in the cyborgs farm.

    Do inspirations run down during the loading screen, or do they sort of "pause" until you have control again?

    Edit: After re-reading your post, I realized you said "after opening the first door" not "after first zoning in." I know what you mean, now, and have seen that as well.
  10. Quote:
    Originally Posted by Pampl View Post
    One thing to notice is that there's an insp vendor right there in AE. I felt really dumb once I had that pointed out to me. There's no reason not to have 4 purples and a whole lot of reds active when you enter the map.
    I think I must be missing something. Why would using the inspirations before you enter the map help? Wouldn't you lose active time through loading and running up to the first spawn?
  11. Quote:
    Originally Posted by Auroxis View Post
    Here's what I would do:
    [Code-Chunk]
    You get a travel power, solid draining capabilities, another AoE attack, Power Surge, more recharge debuff resistance, and finally a neat attack chain in Jab-Haymaker-Mu Lightning-KOB-Haymaker-Mu Lightning. The only thing I see missing is the FF +rech proc, but it's not that important if you have spiritual.

    As for Destiny, it is not affected by the recharge portion of Spiritual, but it is affected by the Heal which gives you a very significant increase to HP/Sec should you choose Rebirth Radial.
    That's amazing. I was really hoping to get Ball Lightning in there, but I just couldn't find the slots for it. I like how you manage to hit 32.5% exactly on each position, that's a real nice touch. Much better than the build I put together.

    I looked at some numbers with a FF +Rech proc, and it didn't make a significant improvement, which surprised me. The best gain I noticed was almost 5 seconds, most were only a second or two. I guess there's enough recharge built into the build via slotting and bonuses that an almost-constant +100% boost wasn't a huge addition.

    I think that's about as solid as it gets. Thank you!
  12. OK, I'm not really very good at this sort of thing, but I spent some time reverse engineering Auroxis' build and re-created it as best I could with /SS instead of /Fire. Anyway, recharge is just a tiny bit less than Auroxis' build, and at least one power is slotted kind of funny, but with other bonuses it seems like it will work out.

    Importantly, I reached 32.5% defense to all positions without any glaring sacrifices. If I use the Spiritual Core Tier-4 Alpha slot, Hasten is just shy of permanent (about 5-7 seconds downtime), otherwise it's down for 25 seconds (according to Mid's--I think it'll end up being more like 30-35 seconds). Does the Alpha slot affect other incarnate powers? Specifically, I'm referring to the Destiny buff's recharge, but also the Judgement power.

    The only "sacrifice" I noticed was I ended up without a proper travel power, but I figure running at ~70MPH with Sprint, Swift, Lightning Reflexes, and Ninja Run is sufficient. The run speed cap is only 90-something MPH, right? Also, the last two powers are just there because I ran out of slots. The choice was between Tactics/Vengeance with another LotG recharge or a proper travel power (I'd have taken Super Jump) and some throw-away power (I was thinking Power Surge just for the look of it). Obviously, I went with the powers with some actual use to me over the ones that would just be "nice."

    Anyway, how does this look to you Mids pros?

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Voltaic Piledriver: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(5)
    Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(15)
    Level 2: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(7), ResDam-I(9)
    Level 4: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(21)
    Level 6: Static Shield -- ResDam-I(A), ResDam-I(9)
    Level 8: Haymaker -- Mako-Acc/Dmg(A), Mako-Dam%(11), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29)
    Level 10: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 12: Energize -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(21), Numna-Heal(25), RechRdx-I(31)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam(33), Aegis-ResDam/EndRdx/Rchg(33)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(23)
    Level 24: Lightning Field -- Oblit-Dmg(A), Oblit-%Dam(29), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42)
    Level 26: Power Sink -- RechRdx-I(A)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 32: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(33)
    Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(43), Mocking-Rchg(43)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(48)
    Level 44: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Tactics -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)



    Code:
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  13. I saw yours, slaad. That's what got me wondering if significant positional defenses were possible.

    Thanks Auroxis; I'm glad to know it's possible, especially 32.5% without sacrifices. I'll look at your build when I have access to Mids again.
  14. Hi folks, just a quick question: Is it possible to reach the soft-cap for all three positions via IOs on Electric Armor? My guess is no, but I don't have Mid's available currently. Failing that, how about reaching 32.5%?

    If it matters, the secondary in question is Super Strength.

    Thanks in advance.
  15. I just came here to ask this question. Thanks!
  16. Quote:
    Originally Posted by Syntax42 View Post
    I'm not sure why you have those low level IOs in Strike and Slash. You could use level 50 IOs from a different set to gain the same bonus.
    I assume you mean the odd set IO in each power instead of the Kinetic Combat set. Those, as well as the various-level GenIOs, are remnants of the build as it was progressing. Starting around level 22, I bought almost all the sets as new slots, Inf, and IO availability would allow, so few enhancements are at their "ideal" levels. I don't feel at all like I'm lacking in enhancement numbers, though, considering a level 25 Acc/Dam is about 20% enhancement and a level 50 is just over 26%. Either ED makes the difference moot, or I have some kind of bonus that bridges the gap. Or, I just don't know what I'm missing.



    Anyway, thanks for your advice. Waiting on the last couple of bids to fill, then respec time!
  17. I don't want to do everything exactly, but I would like to be able to participate in almost everything. I have no illusions about being as durable as a Tanker or doing as much damage as a Blaster, but I am happy with the balance between the two.

    As I mentioned, I have mostly been using this particular character for farming (AE and otherwise). I have been trying to branch out with him because farming is getting a little old.

    Level 50 generic IOs scale down without penalty? What exactly does that mean? Are they still at full strength even if I exemplar to, say, level 25? Or, are they scaled to a more level-appropriate strength better than lower-level IOs? I don't exemplar much (usually play solo or with my wife), so I'm really fuzzy on how the system works.

    Anyway, some changes. Moved several slots around, changed some sets and ended up with just over 33% defense to S/L and E/N. I have well over the hard cap for Fire Resist, and Cold is still pretty rare, and usually coupled with Lethal.

    There are some lower bonuses this time around (specifically about 15% less global recharge, which I probably won't notice), but I think the overall enhancement is better. The previous build was an "as-is" reflection of what I'm currently running, this represents what I will upgrade to as time and Inf flow permits.

    Still no Miracle: +Recovery because I haven't had endurance issues at all since the Alpha slot came out, and only rarely before that. I keep Consume on hand for endurance-draining foes. I might spring for it if these changes (specifically the added endurance from running Maneuvers) significantly alter my end consumption.


    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Emberblades: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Knock%(3), S'ngH'mkr-Acc/Dmg(3), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Slash -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), P'ngFist-Acc/Dmg/Rchg(13)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(17)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), Acc-I(25), KntkC'bat-Knock%(25)
    Level 10: Boxing -- P'ngFist-Acc/Dmg(A), P'ngS'Fest-Acc/Dmg(43), P'ngS'Fest-Dmg/Rchg(45), P'ngS'Fest-Dmg/EndRdx(46), P'ngFist-Acc/Dmg/Rchg(48), P'ngFist-Acc/Dmg/EndRdx/Rchg(48)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
    Level 20: Weave -- GftotA-Def/EndRdx(A), DefBuff-I(33), RedFtn-Def/EndRdx(33)
    Level 22: Consume -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(40)
    Level 24: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), EndRdx-I(43), EndRdx-I(45)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Burn -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/EndRdx(45)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42)
    Level 32: Super Jump -- Winter-ResSlow(A)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Superior Conditioning -- EndMod-I(A)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(48), DefBuff-I(50), RedFtn-Def/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(40)



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  18. Quote:
    Originally Posted by Syntax42 View Post
    Your data links do not work. Please post the data chunk.
    Oh, sorry. I haven't done one of these before.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  19. OK, So here's the proposed build. I went ahead and put the two slots from Focused Accuracy in Blazing Aura for a full set of Oblits. The recharge is probably more helpful than the defense at this point. I also switched Boxing from Smashing Haymakers to Kinetic Combats because I neglected to do so earlier. Hover at 47 with a LotG:+Recharge in it because I didn't need anything else.

    Any suggestions? Comments? Incarnate recommendations?


    Thank you.


    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emberblades: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Knock%(3), S'ngH'mkr-Acc/Dmg(3), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Slash -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), P'ngFist-Acc/Dmg/Rchg(13)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(17)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), Acc-I(25), KntkC'bat-Knock%(25)
    Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 20: Weave -- GftotA-Def/EndRdx(A), DefBuff-I(33), DefBuff-I(33), EndRdx-I(33)
    Level 22: Consume -- RechRdx-I(A), RechRdx-I(34)
    Level 24: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(34), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(50), Oblit-%Dam(50)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42)
    Level 32: Super Jump -- Winter-ResSlow(A)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
    Level 38: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(40)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    Level 47: Hover -- LkGmblr-Rchg+(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(40)
  20. I'm getting ready to respec my Brute and would like some advice improving my build.

    I built for about 33% defense to S/L. I don't plan on changing that. From what I see, I really only have a couple of slots to move around (I'm going to drop Focused Accuracy) and I'm not quite sure where to put them. I'm thinking about putting them on Blazing Aura and filling it with Obliterations for a tiny bit more recharge and a little extra defense, but both are unnecessary. I plan on getting Hover at 49 as a place to stick another LotG:+Recharge and to help when I'm editing my base, but I'm open to other suggestions.

    I'm running with the Cardiac Alpha Slot, and am considering having the Spiritual available as well. I don't think it will help nearly as much, so I haven't seriously pursued it. Haven't got any of the new Incarnate slots yet.

    I mostly do solo farms, but some of the new content is appealing as well. I haven't noticed any trouble handling PvE content in PuGs at all, but I'm sure the new stuff is harder. Only Psionic damage gives me trouble.


    Here's the build as-is:

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emberblades: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Dmg/Rchg(A), KntkC'bat-Knock%(3), S'ngH'mkr-Acc/Dmg(3), KntkC'bat-Acc/Dmg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Slash -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), P'ngFist-Acc/Dmg/Rchg(13)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(17)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(21)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), Acc-I(25), KntkC'bat-Knock%(25)
    Level 10: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(48), S'ngH'mkr-Dmg/Rchg(48), S'ngH'mkr-Dmg/EndRdx/Rchg(48)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(46)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 20: Weave -- GftotA-Def/EndRdx(A), DefBuff-I(33), DefBuff-I(33), EndRdx-I(33)
    Level 22: Consume -- RechRdx-I(A), RechRdx-I(34)
    Level 24: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(45)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
    Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42)
    Level 32: Super Jump -- Winter-ResSlow(A)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39)
    Level 38: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(40)
    Level 41: Superior Conditioning -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46), EndMod-I(46)
    Level 47: Focused Accuracy -- EndRdx-I(A), Empty(50), Empty(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(40)


    Thanks for your input.
  21. So my wife and I started up CoH after being out of town for a while and I notice that she's not attacking some of the NPCs. I look over at her screen and realize that it's because from her point of view, I'm attacking a pipe!

    So, we headed out of the mission to see what was going on. After hopping around St. Martial for about an hour, these are the best screenshots she and I accumulated.

    I updated the graphics driver and restarted the computer, but this weird phenomenon won't go away. I did just install the NClauncher on the laptop, so that might be the culprit. Anyway, I found these amusing, and thought you might as well.


    For those of you who don't want to visit photobucket, or who can't get the link to work, here's a basic description: Most of the NPCs (except, for the most part, civilians) and interactive objects (doors, vehicles, base transporters, etc.) were replaced with either alternate character models (ie, some freakshow NPCs were visually different on the laptop versus my main computer) or completely different characters (ie, some Crab Spiders were replaced by Ice Mistral) or an apparently-random object (such as a large pipe or other mechanical object). From what I could tell, these replacements were consistent if unrelated. All the crab spider NPCs were represented on the laptop as Ice Mistral, for example.

    I'm going to try uninstalling the NcLauncher tomorrow and see if that makes a difference. Otherwise, has anyone else seen this? Should I be concerned?



    -AYB
  22. I agree. Earthquake is one of the set-defining powers of Earth Control. Since so many of your controls don't benefit from Domination, you make up for it by having multiple layers of control; or, the ability to lock down multiple spawns simultaneously. Quicksand+Stalagmites for one spawn, Earthquake for another, Volcanic Gases for a third, Salt Crystals (if you took it) for outliers that you'll get to when you can.

    VG and 'Quake are set-and-forget powers: If you don't immediately affect a foe or two with those, give them a couple seconds. No extra attention necessary. For a few seconds, at least.

    The benefit of Earth Control is that, on a large, steamrolling team, you always have an AoE control ready. The huge debuffs are a nice bonus. The -defense in Earth let me underslot for accuracy for most of my Dom's career. The -tohit in quake helps when you're building for defense.
  23. Quote:
    Originally Posted by Syndace View Post
    Extra defenses here and there are good, but if you have extremely high recharge (mine on mids has 97% recharge bonus) you can get that wonderful heal down to a 15 second downtime. Add hasten into the mix and now you have a 40% hp heal every 11 seconds. I think the heal is definatly what makes the set.
    This is the thing I don't understand. After the significant investment of time and inf, you gain almost 5 seconds on Healing Flames (often cited as the KEY survivability tool in /FA's arsonal, after "rapidly melting enemies"). I say five seconds because standard slotting gets you ~20s recharge and ~50% heal.

    With that same investment of time and inf, you could reach defense levels that generally make the Heal a nice bonus instead of one's primary crutch.

    All I know is that a while ago, I was using HF a couple of times in per x8 spawn. Now? I use it about every 2-3 such spawns.
  24. .-- .... -.-- ..- ... . - .... . ... .-.. .- ... .... . ... ..--.. - .... . .-. . .- .-. . -. --- ... .-.. .- ... .... . ... .. -. -- --- .-. ... . -.-. --- -.. . --..-- --- -. .-.. -.-- -.. --- - ... .- -. -.. -.. .- ... .... . ... .-.-.-