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Posts
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Joined
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I'm running it on my iMac 27 (ATI 4850) on with all the graphics settings maxed out and full 2560X1440 resolution and I get between 32 and 60 FPS depending on where I am. That's mostly in Atlas and the Hollows though, haven't checked everywhere.
Crossing my fingers and hoping it can handle Ultra ;-).
The total silence of my iMac is SUCH an improvement over my old tower, but I really looked long and hard at the mini, finally decided against it because I'll have to upgrade from 4 Gig eventually... Well and because the screen on the iMac 27 is just soooo nice .
Have you ever put a watt meter on the mini? The iMac runs about 135-150 watts most of the time, wondering how much the mini uses. -
Welcome!
I remember when I started, I was soooo clueless about where things were and how to do almost anything . I had good luck just asking random folks in game . If you have specific questions there are lots of folks around the forums that can help you get started down the right path. Enjoy, it's a great game!
Arg -
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Heya all!
:: waves ::
Been playing CoH for over 5 years now, but my wife and I just moved over to macs from our old pc systems about 2 months ago.
Going from a 4 year old single core 3 Gig Dell XPS with an ATI x850 PE card to a new 27" iMac Quad with an ATI 4850, well, it's a LOT better
Hoping to get my wife back into it at some point, she's on a 14 Gig Mac Pro Quad with an ATI 4870, so it'd be even better on her machine . She moved from a REALLY moribund 4 year old laptop to the Mac Pro Desktop, so it's been a total night/day experience.
Loving the Mac's so far... Esp apps such as DevonThink which is invaluable for keeping all the STUFF we work with for web content development straight, and finding things .
Arg -
Found this out the hardway myself, should have looked through here first! Thx Macskull .
Really enjoying the 27" myself, went with the quad so that I have the ATI 4850, and I'm *hoping* it'll be able to handle at least some of ultra mode. I know it can run Existing CoH with all the settings maxed out at 2560 x 1440, I think I'll try the 1680X1050 once Ultra's available for testing.
Arg -
Me too... Since I'm on a shiny new 27" iMac Quad, apparently I need to download the entire client rather than copy/paste from the live install and patching from there.
I've been patching for over 48 hours now!
It's down to a truly pathetic 8.7 k/sec
:: sad gamer ::
Arg -
Hi to all the old school Controller folks
Doesn't look like all that terribly much has changed since I was last on CoX. Got a new machine up and running, so I thought I'd dust off my CoX account and look around a bit, maybe roll a new char now that I've got the 6th lvl travel power Vet reward.
What's new in the Controller/CoX world in the last year or so? Any good threads with info on what's coming in GR for Controller/Doms?
Arg -
::nods::
A/V's are really the only reason to have SP. Even in the lower lvls I always found it to be more or less a waste of time. Mind/Kin is SUCH a busy build that I almost alwsys have something better to do than SP.
On A/V's though stacking the -dmg from FS and SP can work pretty well to help pull the A/V's teeth. Been so long though, I don't remember anymore, do the PToD resistances neuter the -dmg debuff?
Generally I find SP to be pretty high on the chopping block when I'm looking at a tight (and ALL Mind/ builds are tight ) Mind/Kin build. Are there even any decent IO sets for it? I'd be more inclined to use the power slot for a LotG mule, rech really does make a huge difference as mentioned above .
I've been away from CoX for quite awhile though, and while Mind/Kin is still my main, I lvled up Arg back in I2/I3/I4 when Mind was teh gimp and a Mind/Kin was viewed with pity . So I'm a bit out of date... -
Maybe I should re-up and actually lvl up Photokinesis
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Linky (go to the bottom)
[ QUOTE ]
Enhanced Difficulty Options - Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can! The difficulty settings of the mission owner dictate how the mission is handled, just as before, and you can change your difficulty settings at any Hero Corp.'s Representative in Paragon City or Fateweaver in the Rogue Isles.
[/ QUOTE ]
That's going to make a BIG difference! Farming will no longer mean teams with place holders... I'm not a farmer at *ALL* but I have to admit it'll be nice to be able to control the actual size and level of the spawns!
Whoo HOO!
Arg -
Used to be Fire/Psi in most cases.
What specifics are you looking at? AOE? Single Target? PVE PVP Soloing? Teaming?
Arg -
I've got 2 permadoms already (a Fire/Psi and a Mind/Elec). I know what it's all about, I'm aiming just for something different on Argent .
Curious what other folks have done with their Mind/ post i15 changes though... Mind/Psi has changed a *lot* with the AT revamp. I actually played Argent as 3 different versions of Mind/X in CoV beta, just fell so in love with Drain Psyche that Mind/Psi was the one that stuck once CoV went gold. Only problem was the # of PToD EB's made soloing a pita on Mind/Psi in the late 40's, so I switched to a Fire/Psi/Mako that was *specifically* built to eat EB's for breakfast.
Which he did, still does actually. .
Then I spent a tone of time on my Mind/Elec when /elec came out and got him to permadom too.
Then I got sidetracked working with my Fortunata, which is a total blast to play as well.
And so I'm just now getting back to the last 5 lvls on my original villain Mind/Psi Dom (brother to my Blueside main a Mind/Kin from back in i2 when Mind and Kin were both considered "gimp" sets :P).
Arg -
IIRC they gave Confuse the shorter animation time of Deceive. It's quite a bit quicker now .
Arg -
Normally I'd agree with slotting Mes for dmg, it's been a great ranged attack since i2 .
But I should already have a fullish ranged attack chain, I'm an in and out of melee dom player anyway and I've already GOT two 5 packs of Sandman, so I've got better places to put those Decimation or devastation sets. I'm maxed out on the +3 Dmg bonus from Devastation et al, so it'd be a set of Deci if I decided to go that way (which I might well down the road), for now though, I don't think I need Mes as a ranged dmg attack, so I'll just keep the sandman in it (great bonuses from that set) and see how it goes. Good feedback though, thx!
I normally do slot 5 Doctored wounds + an Acc IO in DP but there's a 2.5 +dmg in the effic adaptor set as well as other good bonuses, and this way I KNOW stamina will be unnecessary (not that any /Psi dom ever really needs to take it though Fire/Psi can make a good case for it ). Like I said... I'm looking at rebuilding Argent in a different way than the norm though, to take advantage of the new dmg focus.
I might shift some things around to throw another slot or two at PSW, but my other /Psi doms already have that maxed out (6 pack of armageddon in most of them) and I don't think it's really necessary to focus on PSW as much as it has been in the past, based on the changes.
Like I said before though... I kinda burned out trying various slotting combos working on maxing out +dmg (without going overboard by just throwing Purples in there), this is something I'm looking at actually *building* using the existing lvl 45 character that's been around since CoV launch. I don't have tons of free time to play, so specing out an absurd 1.5 billion inf build is simply not going to happen. I'm looking for a reasonable build that I can use for his initial i15 freespec and start working at filling in.
I think Argent currently has like 25 mil in inf or thereabouts, so he's got a decent starting point esp with the sets he already has.
Any other feedback/suggestions? Thanks!
Arg -
Spent the evening playing with various possibilities until my brain's starting to fry .
This is a lvl 45 Mind/Psi Dom that I've dusted off since i15 rolled, he currently *doesn't* have the fitness pool at all, and has no real problems with end usage on live. I currently have 2 5 packs of Call of the Sandman, 2 5 packs of Malaise's Illusions, a 5 pack of Glimpse and a 5 pack of sting of the Manticore in him, so that formed the starting point of the build.
He's PVE, mostly solo with some teaming, and I was interested in playing around with the new options for AOE. As you can see from the build below, things got a little strange, but by focusing largely on +dmg, +Regen and +HP it looks interesting...
He's not aiming at permadom at all (obviously), though he's got enough +rech to be useful. I kinda figured with the increased base dmg, having a strong +dmg focus in the IO sets should make a big difference. The Hurdle + Combat jumping is to facilitate the in and out movement that will be needed to maximize usage of PBAOE and cones. Soul Drain is an unknown for me as I haven't had it on any of my doms yet and I'm not sure how it'll work into my attack pattern yet.
Anyway, as mentioned above, I've stared at this one too dang long, so I'd love to hear any comments/alternative i15 builds from other long time Mind/Psi Doms .
TIA for any feedback and/or suggestions...
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Argent I15 Respec: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Mesmerize -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(3), CSndmn-Acc/EndRdx(3), CSndmn-Sleep/Rng(43), CSndmn-Acc/Sleep/Rchg(45)
Level 1: Psionic Dart -- Acc-I(A)
Level 2: Mind Probe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(17), Dmg-I(33)
Level 4: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(17), Hold-I(36), Hold-I(36)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(9), Mlais-Acc/EndRdx(9), Mlais-Conf/Rng(25), Mlais-Acc/Conf/Rchg(33)
Level 8: Telekinetic Thrust -- ExStrk-Dmg/KB(A), ExStrk-Dam%(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dmg/EndRdx(34), Mako-Acc/Dmg(46)
Level 10: Levitate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Dmg/Rchg(34), ExStrk-Dmg/KB(34), ExStrk-Dam%(36)
Level 12: Mass Hypnosis -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(37), CSndmn-Acc/EndRdx(37), CSndmn-Sleep/Rng(45), CSndmn-Acc/Sleep/Rchg(45)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Super Speed -- EndRdx-I(A)
Level 18: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Det'tn-Acc/Dmg/EndRdx(25)
Level 20: Drain Psyche -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(33), Heal-I(43)
Level 22: Assault -- EndRdx-I(A)
Level 24: Hurdle -- Jump-I(A)
Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(29), Abys-Acc/Fear/Rchg(29), Dmg-I(46)
Level 28: Subdue -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(31), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg(31)
Level 30: Combat Jumping -- Empty(A)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(37), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(39), RechRdx-I(48)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Acc/ActRdx/Rng(40), Mantic-Dmg/ActRdx/Rchg(40), Mantic-Dmg/EndRdx/Rchg(42), ExecCtrt-Dmg/EndRdx(46)
Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43)
Level 41: Dark Embrace -- EndRdx-I(A)
Level 44: Soul Drain -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(48), C'ngBlow-Dmg/Rchg(48), C'ngBlow-Acc/Rchg(50), Sciroc-Dmg/Rchg(50), M'Strk-Dmg/EndRdx/Rchg(50)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Health -- Heal-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
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[u]Set Bonus Totals:[u]<ul type="square">[*]26.5% DamageBuff(Smashing)[*]26.5% DamageBuff(Lethal)[*]26.5% DamageBuff(Fire)[*]26.5% DamageBuff(Cold)[*]26.5% DamageBuff(Energy)[*]26.5% DamageBuff(Negative)[*]26.5% DamageBuff(Toxic)[*]26.5% DamageBuff(Psionic)[*]2.19% Defense(Energy)[*]2.19% Defense(Negative)[*]2.5% Defense(Ranged)[*]4.5% Max End[*]27% Enhancement(Accuracy)[*]2.75% Enhancement(Terrorized)[*]5% Enhancement(Confused)[*]38.8% Enhancement(RechargeTime)[*]10% Enhancement(Sleep)[*]167.9 HP (16.5%) HitPoints[*]MezResist(Immobilize) 6.6%[*]10% (0.17 End/sec) Recovery[*]68% (2.89 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3.13% Resistance(Negative)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1430;708;1416;HEX;|
|78DAA594494F136118C7DFE942299D32944A594A4B5B0AB21 67A30718922014C486|
|8526D8C468D4D538632A6CC349D22E0C90FE0821FC093CBDD B81CF48ACBCDEDE876|
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|-------------------------------------------------------------------|</pre><hr />
Arg -
Actually I'm inclined to think that the slower recharging heavier hitting attacks are a good thing too. I can certainly fill the chain out with other things, but having high scaler attacks that hit harder for the same animation time is a GOOD thing. I can always either add in another attack, or bring the rech down on key attacks via slotting/global, but bringing the BASE dmg up isn't something I can effect. I'll take slow recharge heavy hitters every time, as long as the animation times aren't lengthened .
Arg -
Exactly. IME New Dom players are NOT good at using Domination frequently, tending to save it till the end boss all the time. With that thrown into the mix the balance would shift *significantly* towards the new system, and as mentioned the new system doesn't really start coming into it's own until:
1. You have substantial damage slotting.
2. The damage scalers start to get close to their final values.
So the new dmg scales will start making a real difference in the late teens (if you slot for dmg) and early 20's and it'll just get better from there.
Conceptually I agree that _Castle_ probably hit it about right, obviously we'll have to wait and see how it plays, but I'm pretty sure it'll help soloing Doms a LOT, esp with single hard targets that were a real problem before (looking hopefully at PToD EBs).
I Do NOT want to turn this thread into a adjunct of the trainwreck discussion thread . Just wanted to say I agree with Lil's take on it after some time to think it over. REALLY early Doms are Hell-on-wheels when they pop domination currently, and that sets up a bit of a false expectation that is a painful contrast with the late teens early twenties (until you get a full suite of SOs). This change should kind of smooth that curve a bit while still helping out the mid/late game doms and making it more fun to solo content esp in AE.
Again, great thread actually weighing the impact of change with solid math and known quantities instead of speculation.
::thumbs up::
Arg -
:-)
It's actually "He" IIRC, but you handled the qualification well, and Lil tends to be pretty stable, esp since you're quoting his guides ;-).
Arg -
NICE post... Well stated and with ample specific info laid out to support your points. Personally, I'd suggest PMing a link to it to Castle, it'd be nice for him to see that there are non-volatile reason based discussions going on here and not just (somewhat) pointless bickering .
Gratz to Muon_Neutrino on a great job, and some interesting and useful points!
Arg -
[ QUOTE ]
[ QUOTE ]
IIRC on my Mind/Psi I took both Levitate and Air Superiority. Between those two I had a decent amount of non-psi damage for resistant enemies. Robots do suck for psi users, but they are weak to smashing damage, so having even one smashing attack is a very good idea. If a pool power attack won't fit the build and/or concept, I do recommend taking Levitate at least.
[/ QUOTE ]
... or confuse. Simply keep one non-robot alive to assist in the beat-down of any robots, then kill him.
[/ QUOTE ]
+1 to what Hack said... Confuse a non-psi resistant member of a spawn to help you take down the troublesome mob. It might be bending your concept just a tad, but hey, the mutagen already worked differently on him right? .
Definitely take Mind Probe though, it's about your best dmg (assuming non-psi res mob) for pretty much the whole time till you get PSW, and PSW is likely to be altered by the time you get it anyway .
And if it helps, console yourself with this: Robots will be a pain, but you will tear Circle of Thorns spectral types APART!
Arg -
[ QUOTE ]
[ QUOTE ]
Things already mentioned in the thread:
Overlapping domination no longer giving the overlapping damage boost.
Psi secondary being retuned to me more like the (substantially weaker) blaster version.
Even Castle's example showed a nerf for one of the two powers he chose, assuming permadom of course.
So basically, the folks who spent the considerable effort to get permadom are understandably worried it may be a net nerf. The folks who don't bother to get permadom are also less likely to read the boards, and they're the ones getting buffed.
[/ QUOTE ]
I am going to say this ONE last time. It isn't a buff.As you stated" people getting buffed probably dont read the boards". The proposed change will do nothing except buff levelling doms that don't team. Late game will be " omfg I die like I did before".
Sorry. This proposal won't help anything for casual players.
[/ QUOTE ]
Ditzy... Seriously, get a grip. This change will be a huge buff for casual players, and a very substantial buff for people that love playing Doms but don't go to massive amounts of effort to Permadom+ their various Dom alts.
Honestly, with probably a dozen Doms that I like to play covering the spectrum of levels from teens to several in the late endgame and/or lvl 50, I'm very much looking forward to the huge effective dmg buff this change represents. Not to mention the fact that running in for a Fulcrum Shift hit will now make a LOT more difference than it did before.
I'm sorry, you position seems pretty much completely unreasonable, and your contention that this is somehow NOT a buff... Well, I somewhat resent how you seem to be implying that anyone that doesn't have a 2XPerma Dominator that they play all the time, is somehow not a dedicated Dom player.
You can absolutely LOVE the Dom AT and play them all the time (and dang well thank you very much!) without spending all your time to get 2X permdom. And even WITH 2X permadom the higher dmg cap will still more than compensate if you team much IMO.
::shrug::
'K. I agree with several others, this is a silly conversation...
::image of Graham Chapman in uniform::
"Right... That's enough of that! Entirely too SILLY! Off you go..."
Arg -
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
What general population?
There are like, ten people who play doms. Half the posts on this forum are me and the other half are Liliaceae.
[/ QUOTE ]
Am I one of the ten? or did you miss me and we are at 11?
[/ QUOTE ]
(raises hand) must be 12 by now.
[/ QUOTE ]
13? Or does that make me the unlucky one?
Arg -
It also lacks the normal -ToHit penalty of other AOE controls.
In a well coordinated team, or when soloing it can be godlike as a setup power. On most teams it's main use is to keep a nearby spawn from jumping into the fight. *won't* prevent aggro, slept mobs will still aggro, they just can't do anything about it .
Arg -
[ QUOTE ]
[ QUOTE ]
Well, with build options
[/ QUOTE ]
It is not a build option for a dom to have a st immob, a hold and an aoe mez. Every single primary has those.
If you consider primaries you just consider what they all have. Blasters: full ranged attack chains, doms: mez.
[/ QUOTE ]
Well... To be strictly correct, Mind/ *doesn't* get an immob . We get a sleep instead. Not arguing with your basic point though, Dom's have GOBS more mitigation than Blasters, which makes PSW a lot more safe to use ::nods::.
Arg