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  1. Quote:
    Originally Posted by Laevateinn View Post
    Great stuff!



    I'm stealing this.
    "Who are you? Batman?"
    "No. Smurphy!"

    Kinda reads like Rorschach's Journal
    I pity the fools who do not understand the glory of being able to keep three team members Forted, another Adrenalined and everyone at near full health all the time. Oh, and attacks. Hmm, psi damage.
    He4l0rz: You're doing it wrong! Good luck, Smurphoid one!
  2. If there is the possibility of making a character a 'Spy' (NOT a Spy AT) as in they are still, say, actually a Hero, but 'Go Rogue' to Villain side...effectively still being a Hero but in disguise...
    Then auto-dropping seems like a very poor way of doing things. I generally dislike anything automatic that can end up with bad results. Prompts at the very least let you avoid stupid mistakes.
  3. Quote:
    Originally Posted by Call Me Awesome View Post
    I guess I was wrong on how the steadfast worked, I thought the power had to be available.

    Temp. Invuln should be an "always on" toggle so the power being on is a moot point; I toggle on all my armors when I log in and never turn them off.
    True, but if end crashing ever occurs (More likely against certain mobs, like Arachnos and Carnies, but still possible) then it's even more a kick in the teeth to lose that +3% as well as the resistance.

    And what about the +end proc, how does that work, and, more importantly, is it worth it? (Since I know they are pretty expensive blueside)
  4. Is the +chance for End slot in stamina worth it? I've never been too sure that that proc actually does.
    Also, does Steadfast +def still trigger in a toggle even if the toggle isnt switched on? That was my reasoning behind putting it in an Autopower.
    BU I honestly forget to use most of the time. I'd rather have steady survival and steady offense then have a bit more burst damage when I remember it, with a bit less survival.
  5. Thanks much for that build, CMA.
    I made a few tweaks, mainly since I don't like Energy Torrent. I had re-build it all anyway, since Mids still sometimes thinks Physical Perfection is Adrenaline Boost, somehow. Heh.

    Here's what I got now;

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Chief Centurion Z1: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance
    • (17) Reactive Armor - Endurance
    Level 1: Barrage
    • (A) Smashing Haymaker - Accuracy/Damage
    • (5) Smashing Haymaker - Damage/Endurance
    • (37) Smashing Haymaker - Damage/Recharge
    • (40) Smashing Haymaker - Damage/Endurance/Recharge
    • (42) Pounding Slugfest - Accuracy/Damage
    • (43) Pounding Slugfest - Damage/Endurance
    Level 2: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (13) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    Level 4: Bone Smasher
    • (A) Smashing Haymaker - Accuracy/Damage
    • (5) Smashing Haymaker - Damage/Endurance
    • (15) Smashing Haymaker - Damage/Recharge
    • (34) Smashing Haymaker - Damage/Endurance/Recharge
    • (40) Pounding Slugfest - Accuracy/Damage
    • (42) Pounding Slugfest - Damage/Endurance
    Level 6: Swift
    • (A) Run Speed IO
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance
    Level 10: Taunt
    • (A) Mocking Beratement - Taunt
    • (11) Mocking Beratement - Taunt/Recharge
    • (34) Mocking Beratement - Taunt/Recharge/Range
    • (40) Mocking Beratement - Accuracy/Recharge
    • (43) Mocking Beratement - Taunt/Range
    • (43) Mocking Beratement - Recharge
    Level 12: Air Superiority
    • (A) HamiO:Nucleolus Exposure
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 18: Invincibility
    • (A) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    • (19) HamiO:Cytoskeleton Exposure
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Whirling Hands
    • (A) Obliteration - Damage
    • (23) Obliteration - Accuracy/Recharge
    • (23) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 24: Resist Physical Damage
    • (A) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (25) Reactive Armor - Resistance/Endurance/Recharge
    • (27) Reactive Armor - Resistance
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    Level 28: Boxing
    • (A) HamiO:Nucleolus Exposure
    Level 30: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (31) Reactive Armor - Resistance
    Level 32: Weave
    • (A) Gift of the Ancients - Defense/Endurance
    • (33) Gift of the Ancients - Defense/Recharge
    • (33) Gift of the Ancients - Defense/Endurance/Recharge
    • (33) Gift of the Ancients - Defense
    Level 35: Energy Transfer
    • (A) Smashing Haymaker - Accuracy/Damage
    • (36) Smashing Haymaker - Damage/Endurance
    • (36) Smashing Haymaker - Damage/Recharge
    • (36) Smashing Haymaker - Damage/Endurance/Recharge
    • (37) Pounding Slugfest - Accuracy/Damage
    • (37) Pounding Slugfest - Damage/Endurance
    Level 38: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (39) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    • (39) Reactive Armor - Resistance
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Laser Beam Eyes
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Physical Perfection
    • (A) Endurance Modification IO
    • (48) Endurance Modification IO
    Level 49: Resist Elements
    • (A) Steadfast Protection - Resistance/Endurance
    • (50) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet



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  6. Quote:
    Originally Posted by Call Me Awesome View Post
    A few thoughts on your last build. First, the Touch of Death, Obliteration & Mako's sets offer positional defense, while Invuln already has significant typed defenses... you'll do much better using sets that offer typed def. Things like the (if you can find/afford it) Kinetic Combat or the FAR more affordable and available Smashing Haymaker.

    4 slots of Reactive Armor is plenty, it'll ED cap your resist (slotting all the resist IO's in the set) with decent endred. 4 also gets you all the bonuses you want. I generally toss the Steadfast unique into a 5th slot in TI since I grab that at level 1 and RPD in the 20's.

    Taunt is an EXCELLENT place to get some really nice and cheap set bonuses; the Mocking Beratement set grants 1.8% additional endurance and 2.5% S/L def along with 7.5% recharge. Perfect Zinger offers 10% regen, 5% recharge, 2.5% damage and 3.13% S/L defense.

    Since you're already 50 the best slotting for Invincibility is 3 Cytoskeleton Hamidon enhancements.

    Once you approach the defense soft cap Unstoppable is a wasted power... I wasn't sure when I first respec'd into my issue 13 soft cap build and retained it. After 20 STF's, 4 of them MoSTF runs and innumerable ITF's and other TF's I haven't used the power a single time. If Lord Recluse buffed by his towers, Romy and his puffballs of doom and most everything else in the game can't make Unstoppable useful I decided to drop it.

    Resist Elements is entirely skippable as has already been mentioned; it's minor protection against a rare damage type.

    Tough/Weave are vital parts of your defenses however; I highly recommend getting them if you want to maximize your survivability. I fully understand how tight the build is, but dropping Resist Elements, Unstoppable & Build Up will make room in your build.
    The problem I'm suffering right now is in the build at the top of the page.
    People keep telling me to drop end red slots; My build SUCKS for end consumption. Literally. Running Five toggles and trying to attack drains me dry, even faster if I have to fight anything with end drain capabilities.

    Can anyone reccomend a build layout? I'm hearing the suggestions, I just cant get my weak Mids-fu to actually make any of it work without my head getting into a knot.
  7. Quote:
    Originally Posted by CBeet View Post
    Villain invasion?

    Nyahaha- Oh wait, he's dead..

    Interested, but I'll have to have a plotting session on who to bring for it. See you on the battlefield

    Edit: I could blow the dust off of my Bane Spider if there's going to be a significant Arachnos presence, though it's also tempting to level up and unleash Doctor Von Goldfish.
    There will be if I have anything to do with it.
    Which I do
  8. The VEAT invasion was my plan, Operation Escalation with the Krimzon Guard. I'm still ready to pick it up again, as soon a I can get enough people locked and loaded redside. The KG is pretty dormant at present, but an influx of new VEATs and even non-VEATs that are all Arachnos linked would see it up and running in no time. And then? Unleash the Wolf Spiders of War.
  9. Quote:
    Originally Posted by TrueMetal View Post
    As a MM you shoudln't have been getting any agro. When fighting multiple heroes your brutes (or dominators, or whoever is in charge of agro control) should be keeping the agro away from the squishies, and you should make sure you're out of the AoE agro range from the heroes.

    If squishies start dieing you'll lose buffs and dps and things'll get dicey. If the brutes can't hold of more than 1 hero they should use inspirations untill they can. If that means getting a new full tray after each hero death than so be it.

    Of course this isn't as easy as I make it sound, at least not for PuGs where noone really know eachothers skills and play styles.
    Thats the thing; this wasn't a PuG. The main brute was played a by a friend, and he knows how to manage aggro all right. I've seen him do it. Which is why I don't understand why Positron and Synapse and Citadel seemed to be going off on their own little hunter killer paths, taking out the squishies. *shrug*
    Re-run will happen, and if that balls' up, then something if most definitely up.
  10. H'okay, I went back and had a look over the build, before having a go at re-building it. This is closer to his best build back in the 'Glory Days', when he felt like an absolute titan. I can actually see why, given the numbers. More potential damage output and fairly tight resistances. Back then we didn't have IOs, so this would probably work out better.

    I really hate how Physical Perfection and laser-beam eyes are both lvl 44 epic powers, though >_<

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Chief Centurion Z1: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage
    • (A) Resist Damage IO
    • (9) Steadfast Protection - Resistance/+Def 3%
    Level 1: Barrage
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (40) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Kinetic Combat - Knockdown Bonus
    Level 2: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (3) Reactive Armor - Endurance/Recharge
    • (15) Reactive Armor - Resistance/Endurance/Recharge
    • (17) Reactive Armor - Resistance
    • (31) Reactive Armor - Endurance
    Level 4: Energy Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Recharge
    • (43) Kinetic Combat - Damage/Endurance/Recharge
    • (43) Kinetic Combat - Knockdown Bonus
    Level 6: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (7) Doctored Wounds - Endurance/Recharge
    • (7) Doctored Wounds - Heal/Recharge
    • (13) Doctored Wounds - Heal/Endurance/Recharge
    • (17) Doctored Wounds - Heal
    • (34) Doctored Wounds - Recharge
    Level 8: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (39) Reactive Armor - Endurance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    • (40) Reactive Armor - Resistance
    • (40) Reactive Armor - Endurance
    Level 10: Bone Smasher
    • (A) Touch of Death - Accuracy/Damage
    • (11) Touch of Death - Damage/Endurance
    • (11) Touch of Death - Damage/Recharge
    • (15) Touch of Death - Accuracy/Damage/Endurance
    • (34) Touch of Death - Damage/Endurance/Recharge
    • (37) Touch of Death - Chance of Damage(Negative)
    Level 12: Air Superiority
    • (A) Damage Increase IO
    • (13) Damage Increase IO
    • (46) Damage Increase IO
    • (46) Accuracy IO
    • (46) Accuracy IO
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Swift
    • (A) Run Speed IO
    Level 18: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (19) Numina's Convalescence - Heal
    • (19) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Invincibility
    • (A) Red Fortune - Defense/Endurance
    • (23) Red Fortune - Defense/Recharge
    • (23) Red Fortune - Endurance/Recharge
    • (27) Red Fortune - Defense/Endurance/Recharge
    • (29) Red Fortune - Defense
    • (33) Red Fortune - Endurance
    Level 24: Whirling Hands
    • (A) Obliteration - Damage
    • (25) Obliteration - Accuracy/Recharge
    • (25) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    Level 28: Taunt
    • (A) Taunt Duration IO
    Level 30: Resist Energies
    • (A) Resist Damage IO
    • (31) Resist Damage IO
    Level 32: Unstoppable
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 35: Energy Transfer
    • (A) Mako's Bite - Accuracy/Damage
    • (36) Mako's Bite - Damage/Endurance
    • (36) Mako's Bite - Damage/Recharge
    • (36) Mako's Bite - Accuracy/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Chance of Damage(Lethal)
    Level 38: Resist Elements
    • (A) Resist Damage IO
    • (39) Resist Damage IO
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Physical Perfection
    • (A) Healing IO
    • (45) Regenerative Tissue - +Regeneration
    • (45) Endurance Modification IO
    • (45) Miracle - +Recovery
    Level 47: Laser Beam Eyes
    • (A) Thunderstrike - Accuracy/Damage
    • (48) Thunderstrike - Damage/Endurance
    • (48) Thunderstrike - Damage/Recharge
    • (48) Thunderstrike - Accuracy/Damage/Recharge
    • (50) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 49: Build Up
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet



    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  11. Quote:
    Originally Posted by Star_Seer View Post
    I would say try reading Call me Awesome's guide to the getting softcapped.

    Ditch hover, resist elements and unstoppable and pick up char, fireblast and fireball.

    Don't get hung up on Psi, smash psi users first.
    Ech, Fire epic really doesn't fit the character. I keep looking at Energy Mastery, since thats the only one that fits him...
    Also, why drop elements and Unstoppable? Hover I can understand, but the other two? I've used Unstoppable quite a lot in my time.
  12. @ Sarrate, I was indeed talking about AVs, not run of the mill bosses. Gods forbid some of them get any nastier

    Romulous, Lord Winter, those sorts of things are good fights with stages, yes. Reichsman on the BSF, not so much...he's a huge sack of HP with cheaty attacks and an auto-hit aura and, on top of that, he has ungodly long spawning ambushes. Yes, the temp powers help, but its still rather overkill, for something that has his own freaking class (Reichsman, Cheat/Hax Reichsman AT? )

    The Phalanx battle doesn't have any of that staging or thought. It's just 8 Hero level foes, at +3, with an ungodly mix of buffs and AoEs. All the time. It just...argh. Just argh.
  13. Quote:
    Originally Posted by M_I_Abrahms View Post
    Actually...that person was right all along. I got to participate in an RSF last night, and I got pets summoned, and it turns out, they don't help. At all.

    The 'extra damage' you refer to, even after Power Boosted Vengeance turned out to be fractions of a Hit Point. And that was if they even hit, was wasn't often.

    Actually, the guy running the SF last night suggested having them up for damage resistance, which would work, had my secondary not been Traps. I had to run in to lay all my useful powers down, which meant the pets ran in and, since they're six or seven levels below the Heroes, were only marginally tougher than the buffing Vet pets.

    The weird part for me was that apparently these Heroes are the only AV class enemy that didn't get the scatter protection. Every other AV I've faced with a burn-like power would actually stand his ground while in the patch, and these are even con critters, so they're getting the full effect.
    Pretty much the problem I found (Bots/Traps here). My bots were doing negligiable damage and, if anything, simply making me an aggro magnet. POssibly why I died so much.
  14. The problems I run into most at the moment is steadily running out of endurance, while also not really being able to deliver enough kick. I know that tanks, EM in particular, are not the best on the damage front, but its still rather galling.

    I guess my main problem is not knowing what to slot for. More defence?
    (The slot in weave was indeed meant to be the Global Recharge slot. In my joy at getting a LotG piece for the first time ever, I misread the damn name)
    Given I tend to fight Rikti a fair bit, Psi res was something I wanted to aim for by shear dint of it being the one gaping hole in my shields.
    I put Hover in for the +def, and for fighting things that flew, if I ever had need of it.
    At the moment, he seems to do most things ok-ish (surviving, hitting) but doesnt excel unless I get lucky enough to be fighting things with mostly just S/L.
  15. So...I've had this guy since my day one. He was the first Hero I made, and the first 50.
    God alone knows how. I've struggled with his build since the first days, respecced him more times than I care to remember, and I really dunno if it's all been a waste of time.

    Here's his build as it stands, with the IOs I've managed to afford in it;

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Chief Centurion Z1: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting

    Hero Profile:
    Level 1: Resist Physical Damage
    • (A) Aegis - Psionic/Status Resistance
    • (3) Steadfast Protection - Resistance/+Def 3%
    Level 1: Barrage
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (43) Crushing Impact - Damage/Recharge
    • (48) Crushing Impact - Accuracy/Damage/Recharge
    • (50) Crushing Impact - Accuracy/Damage/Endurance
    • (50) Crushing Impact - Damage/Endurance/Recharge
    Level 2: Temp Invulnerability
    • (A) Resist Damage IO
    • (3) Resist Damage IO
    • (11) Resist Damage IO
    • (11) Endurance Reduction IO
    • (19) Endurance Reduction IO
    • (25) Impervium Armor - Psionic Resistance
    Level 4: Dull Pain
    • (A) Healing IO
    • (5) Healing IO
    • (5) Healing IO
    • (13) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 6: Bone Smasher
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (15) Crushing Impact - Damage/Recharge
    • (34) Crushing Impact - Accuracy/Damage/Recharge
    • (34) Crushing Impact - Accuracy/Damage/Endurance
    • (40) Crushing Impact - Damage/Endurance/Recharge
    Level 8: Unyielding
    • (A) Resist Damage IO
    • (9) Resist Damage IO
    • (9) Resist Damage IO
    • (15) Endurance Reduction IO
    • (25) Endurance Reduction IO
    • (27) Impervium Armor - Psionic Resistance
    Level 10: Swift
    • (A) Flight Speed IO
    Level 12: Air Superiority
    • (A) Crushing Impact - Accuracy/Damage
    • (13) Crushing Impact - Damage/Endurance
    • (34) Crushing Impact - Damage/Recharge
    • (37) Crushing Impact - Accuracy/Damage/Recharge
    • (40) Crushing Impact - Accuracy/Damage/Endurance
    • (40) Crushing Impact - Damage/Endurance/Recharge
    Level 14: Fly
    • (A) Flight Speed IO
    Level 16: Health
    • (A) Healing IO
    • (17) Healing IO
    • (17) Healing IO
    Level 18: Invincibility
    • (A) Endurance Reduction IO
    • (19) Endurance Reduction IO
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Whirling Hands
    • (A) Damage Increase IO
    • (23) Damage Increase IO
    • (23) Damage Increase IO
    • (31) Accuracy IO
    • (31) Accuracy IO
    • (33) Endurance Reduction IO
    Level 24: Taunt
    • (A) Perfect Zinger - Chance for Psi Damage
    Level 26: Tough Hide
    • (A) Defense Buff IO
    • (27) Defense Buff IO
    Level 28: Resist Elements
    • (A) Resist Damage IO
    • (29) Resist Damage IO
    Level 30: Resist Energies
    • (A) Resist Damage IO
    • (31) Resist Damage IO
    Level 32: Unstoppable
    • (A) Recharge Reduction IO
    • (33) Recharge Reduction IO
    • (33) Recharge Reduction IO
    Level 35: Energy Transfer
    • (A) Crushing Impact - Accuracy/Damage
    • (36) Crushing Impact - Damage/Endurance
    • (36) Crushing Impact - Damage/Recharge
    • (36) Crushing Impact - Accuracy/Damage/Recharge
    • (37) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 38: Boxing
    • (A) Crushing Impact - Accuracy/Damage
    • (39) Crushing Impact - Damage/Endurance
    • (39) Crushing Impact - Damage/Recharge
    • (39) Crushing Impact - Accuracy/Damage/Recharge
    • (46) Crushing Impact - Accuracy/Damage/Endurance
    • (48) Crushing Impact - Damage/Endurance/Recharge
    Level 41: Tough
    • (A) Resist Damage IO
    • (42) Resist Damage IO
    • (42) Resist Damage IO
    • (42) Endurance Reduction IO
    • (43) Endurance Reduction IO
    • (43) Impervium Armor - Psionic Resistance
    Level 44: Weave
    • (A) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Endurance Reduction IO
    • (46) Endurance Reduction IO
    • (46) Luck of the Gambler - Defense/Recharge
    Level 47: Hover
    • (A) Defense Buff IO
    • (48) Flight Speed IO
    Level 49: Build Up
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Gauntlet



    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    Now, I was aiming to finish slotting Impervium armour (ye gods that stuff is expensive...) and all things like Numina's in Dull pain and stuff...
    Slow going. And I dunno wether I'd be better off waiting till I get my Empath to 50 (for the sake of having a 50) and then, hurt though it would, re-rolling him. Maybe Invul/Elec, or Invul/SS.
  16. EBs and AVs suffer a lot from simply being repetitive and samey. Big sacks of HP, big damage and usually cheaty resistances.

    I can't think of any Bosses that do anything different in CityOf.
    Why not a fight that does something different. Say an AV that does through different stages?
    First stage is a simple fight, mix bag of offense and resistances. Your average AV fight.
    3/4 health, they change tactics. Hell, maybe make these stages random, so you dont know which one will be encountered? An increase in resistances, while switching to close range attacks.
    1/2 health, scraps res and switches to defences, while also moving to ranged attacks.
    1/4 switches to an all out offensive onslaught, last ditch attempt to try and take out the PC/Team.

    Incredibly vague, but it still sounds more fun than wailing on a massive sack of HP with high res and mez protection, which also has hax attacks.
  17. Quote:
    Originally Posted by Zamuel View Post
    It would be nice for AVs to have to face similar rules as the players do but with key differences due to their AV status. Arguably a few powers could be excusable as AV-exclusive Ancillary/Patron Power Pools. A lot of the problem is that AVs, while soloable by some, are considered team content and with what our powers are they seemingly NEED to cheat.
    LRSF, last mission: Biggest pile of Hax. Ever.
  18. Quote:
    Originally Posted by Prof_Backfire View Post
    It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
    Well, the Hellions and Skulls, IMO at least, deserve a lot better than they get. They should at least get the same sort of treatment the Outcasts do. By the end of the range, even the Outcast minions are now packing their trademark, the elemental powers. By their own background, LT Hellions and Skulls should have fire and dark powers, not shotguns and uzis. They have some incredibly cool canon that, IMO, gets wasted.
  19. Quote:
    Originally Posted by konshu View Post
    It's just a consequence of development proceeding through time without revising older work. The Hordelings, Hoarfrost Demons, and Succubi were introduced with CoV. They were never backported to CoH, though it could be done.

    Basically, the Circle enemy group blueside does not have Hordelings, etc. in the spawn list. It's about that simple. Once they are added, any canon missions that are republished will contain the new NPCs. If you ask me, I'd estimate it would take a person about a day to fix this - assuming it has to be done manually and cannot be automated in any way.

    If you're doing an AE arc, you can make your own Circle enemy group. Include all the mobs you want; exclude all the mobs you don't want. The player's level will indicate what out of the list actually shows up. So you CAN have Hordelings on blueside - in AE - and you CAN avoid the ghosts, you just have to manually enable it.

    However we won't ever have them in regular blueside missions till devs essentially "recompile" the older work to include them, which they are disinclined to do.
    I know. Which is a craying shame, because I do swear those little demons, mostly the Hoardlings, fill that horrible trench in the CoT 14-20 range, where it is eaither all ghosts or multiple Ruin Mages. Ruin Mages are very very evil.
  20. Quote:
    Originally Posted by Schismatrix View Post
    That's actually pretty accurate. As i recall, the Future Freedom Phalanx in the final battle is supposed to be all juiced up on Synthetic Hamidon Enhancements, so there is a good reason in that particular instance for them being so much more powerful than normal.
    The Future Phalanx is mission 3. And they are all level 50, and easy enough to beat with strategy, tactics and usual Hero fighting techniques, albeit in a group.

    The last mission is set in the present. Present Day Phalanx. No boosters, no nothing. Just, supposedly, the same guys you've fought in the past. Just with added layers of hax.
  21. Quote:
    Originally Posted by Scarlet Shocker View Post
    Fair points both. However, I'd argue that dumbing down causes a massive disruption to the game by giving an unrealistic expectation that (for want of a better expression) the "end game" is soloable. My own feeling here is that it's an MMO and sure, you might be able to solo the end of level bad guy but the game is built for a team - maybe just a small team (see my Trio of Doom post for more of my philosophy on this if you care to) but it's not built for a single AT to work from 1-50 without using the cooperation of our colleagues and friends on the servers. Were that true it would not only be an offline game but the distinction that Trow has also complained about in other threads would not be so prominent. We get 5 distinct ATs, plus a choice of epic. The ideal for this game is the Magnificent Seven (plus a spare.)

    In this, the Devs have to walk a very difficult line and I believe they mostly do it pretty well - but to go on to your second point, I think they are victims of the "fanology." Fans seriously love the game. I know I do and I'm not alone but it's kind of like cars. When you get a car you love you want to get under the bonnet and tinker and tweak. So the fans work out what the best builds are (and often I'm sure they do things the Devs never expected) and so the game becomes easier and so the Devs sometimes address certain issues mechanically. LRSF might be meant to be the crowning glory, but it's an exclusive SF (you must have a patron before you get it, why?) and yet when you actually get to the end game, with a team of the right composition who are coordinating, it's pretty much a walkover.

    That's a problem of computer games down the ages to some extent. The levels go smoothly but the end of level bad guy owns you unless you know the right buttons to mash in sequence. To be fair most missions in CoX tend to be a lot smoother than this and Paragon could do a lot to make the baddies more interesting - but change is universally hated and they have bigger fish to fry.

    Is the mission imbalanced? I might sound contradictory here but I hope not. I think it isn't. When you get to Atlas Park, you've bested some of Pargon's finest and some pretty tough Longbow. But that's it. When you get to Atlas you've got the big guys. The guys every other hero wants to aspire to, waiting to face you, in a great comicbook showdown. That's the equivalent of going up against the Avengers or the JLA or the X-Men with a bit of a boost from the Fantastic Four. It really should be tough I believe and sure, it should be possible to fail.

    If it wasn't and every two-bit wannabe with a grudge and the power to mentally control plankton would have walked over Paragon ages ago. If you fail, it's because you've got a way to go - not because they are too good.
    Undoubtably the LRSF and STF are meant to be tough. I wouldnt have it any other way. The rest of the LRSF run was challenging, and people faceplanted at times, but it was still fun and, above all, beatable. It helped obviously that we were led by someone who knew what to do, and the characters were all tough by any account.
    It's when we hit the last mission that all sense of 'We can do this' went out of the window.
    Now, I agree that fail is a possibility, if you have incompetant players, no communication and poor builds. But these were all competant players with good communication and decent builds. Even if the Phalanx were lvl 50, that would probably have made it into 'Challenging yet beatable' rather than what we got, which was 'Hax, Impossible and Not Fun.'

    The golden rule of any game is 'Fun'. As soon as it stops being fun, everyone loses. Not just the players, but the whole point of the game, to have Fun, is defeated. And it just becomes Hax.
  22. Yeah. That bug has been there for too ******* long. I nearly blew a gasket when we ran into that in-game.
    Does the Cavern TF still kill EVERYONE when you zone into the tunnels?
  23. Techbot Alpha

    Targeted AoE KBs

    Quote:
    Originally Posted by Stormfront_NA View Post
    It seems KB always goes against the player, when I get KB from a mob, it always knocks me towards the mob... Ha ha ha

    Stormy
    On a side note, that IS something I've noticed, and really really hate.
    When running from certain mobs with KB powers, when you get KB'd sometimes, not always, but SOMETIMES it will knock you back from the way you are facing. Back towards the mob you are running away from. Death usually follows.
    *sigh*
  24. Quote:
    Originally Posted by American_Angel View Post
    This idea should be fairly easy for the Devs to implement.
    Stopped reading there.
    (Metaphorically...I read it all, but I knew I wasn't going to like the rest of it)
  25. There's a lot of stuff could be done to the costume creator to improve it. Not just the stuff mentioned, but things like;

    *Tails available with belts
    *Options for scars/tatoos without using a face/skin option
    *Back details
    *Leg details*
    *Additional textures/effects

    To name but a very few.
    We just have to wait and see. I have a mild hope that GR might have some new gubbins in, but Im content with the goodness I know is coming for that, rather than what might come. It also leave the option of pleasant surprise