Zander6669

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  1. Zander6669

    Just came back

    Okay so took everyone's advice and came up with a new build.

    Just wanted to double check to be sure that I got the basic idea down of what I'm shooting for with the incarnate stuff before I start Building it.


    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Feline Force: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(39)
    Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Heal(13), Nictus-Acc/EndRdx/Rchg(39)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7)
    Level 8: Hot Feet -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-%Dam(39)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(25)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(15), Amaze-Stun(15), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(17)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(45)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
    Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(23)
    Level 20: Speed Boost -- Zephyr-ResKB(A), Zephyr-Travel(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(36)
    Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
    Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Transference -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(37), Efficacy-EndMod(37), Efficacy-EndMod/Acc(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Disruptor Blast -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(45), FrcFbk-Rchg/KB(45), FrcFbk-Rchg/EndRdx(46), FrcFbk-Dmg/EndRdx/KB(46), FrcFbk-Rechg%(46)
    Level 47: Summon Tarantula -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-+Def(Pets)(50)
    Level 49: Inertial Reduction -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Reactive Radial Flawless Interface
    Level 50: Spiritual Core Paragon
    Level 50: Arachnos Core Superior Ally
    Level 50: Void Radial Final Judgement
    Level 50: Barrier Core Epiphany
    ------------
  2. Zander6669

    Just came back

    So just coming back to the after about a year and a bit and decided to hop on my fire/kin except now there is all this new incarnate stuff.

    I'm not too sure what I should be going for with the various trees on this and would appreciate any kind of insight that anyone would be willing to offer on this. I did already get the alpha slot and made it Spiritual. I'm just not to sure what I should do for the others and didn't want to experiment if there is some nice tried and true abilities I should take.

    I would like to thank anyone in advance for their response.
  3. Okay so here I am coming back to COH after a long time to no one! Where are all the lowbie parties? All I can find is SF/TF for 50's. Is that the rest of CoH from now on? Do I just have to solo my way to 50 with any new toon I make?
  4. Okay I'm going to agree with everyone else as well hugely dissapointed with this set. I was expecting a lot more then what we actually got. It seems to me everything after magic set as just a big let down.

    As far as the set goes for bioluminscent do we have to have the craggy scaly nasty looking skin? can't we have a smooth skin option as well? because I doubt I will ever use it on any of my characters ever if I have to look like some kind of lizard.
  5. It was down yesterday if your an early riser like msyelf I had to kill a few hours doing nothing waiting for it to come back on kind of like I'm doing now.
  6. That did it thanks a bunch man
  7. ---System information gathered by CoH Helper version 0.2.0.2---

    DxDiag gathered at May 28, 2010 22:17 (-07:00)
    Operating System: Windows 7 Ultimate 32-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909)
    System Manufacturer: Dell Inc.
    System Model: Inspiron 1501
    BIOS: BIOS Version 2.4.0
    Central Processor: AMD Athlon(tm) 64 X2 Dual-Core Processor TK-53 (2 CPUs), ~1.7GHz
    Memory: 1024MB
    .Net Memory Report: 366MB out of 894MB available
    Page File: 1153MB (812MB currently in use)
    C Drive: (FUJITSU MHW2080BH ATA Device) 7206MB out of 66045MB (10%) free
    D Drive: (FUJITSU MHW2080BH ATA Device) 8393MB out of 10239MB (81%) free
    E Drive: (SONY CDRWDVD CRX880A ATA Device) zero-size drive
    F Drive: (MJCX KPIJGL278LIJ SCSI CdRom Device) zero-size drive
    Windows directory location: C:\Windows
    DirectX: DirectX 11
    DirectX Diag version: 6.01.7600.16385 (32-bit version)

    Display Notes: No problems found.
    Sound Notes: No problems found.

    No problems found.
    Input Notes: No problems found.

    Monitor:
    Monitor's Max Resolution: (blank)
    Video Device Name: ATI Radeon Xpress Series
    Manufacturer / Chip: ATI Technologies Inc. / ATI Radeon Xpress Series (0x5975)
    Video Memory: 318 MB
    Driver Version: 8.561.0.0
    Driver Date: 12/1/2008 8:29:34 PM
    Driver Language: English

    Sound Device Description: Headset Earphone (2- Microsoft LifeChat LX-3000 )
    Driver File: USBAUDIO.sys
    Driver Version: 6.01.7600.16385
    Driver Date: 7/13/2009 4:51:23 PM

    Sound Device Description: Speakers (High Definition Audio Device)
    Driver File: HdAudio.sys
    Driver Version: 6.01.7600.16385
    Driver Date: 7/13/2009 4:51:47 PM


    WMI Information
    Motherboard Manufacturer: Dell Inc.
    Motherboard Model: (empty)
    Motherboard Product: 0UW953
    Motherboard Version:
    BIOS Manufacturer: Dell Inc.
    BIOS Name: BIOS Version 2.4.0
    BIOS Version: DELL - 6040000
    BIOS Release: 20060418000000.000000+000


    Registry Information for Current User
    Resolution: 1280x800
    3D Resolution: 1280x800 (Not using renderscale)
    Full Screen: Yes
    Maximized: No
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: No


    Physics Quality: None
    Maximum Particles: 100
    Max Particle Fill? 10.000
    Physics Card Enabled: No


    Anti-aliasing: Off
    Anisotropic Filtering: None
    Texture LOD Bias: Crisp
    Water Effects: None
    Bloom: 1.000 (turned off)
    Depth of Field Enabled: No
    Desaturation Effects (Sepia) Enabled: No
    Shader Detail: Unknown (4)


    World Texture Level: Low
    Character Texture Level: Medium
    World Detail Level (Vis_Scale): 0.500
    Entity Detail Level: 0.300
    Shadows Enabled: No
    Shadow Mode: Disabled
    Shadow Map Shader: Unknown (0)
    Environmental Reflections: Disabled
    Advanced Occlusion Settings: No
    Ambient Occlusion: Off
    Occlusion Strength: Off
    Blur: Bilateral
    Ambient Resolution: Performance


    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of FX When Camera Close Enabled: Yes
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Performance
    3D Audio: No
    FX Sound Volume: 1.000
    Music Sound Volume: 0.600

    Show Advanced Graphics Options: Yes
    Overall Graphics Quality: 0.000
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: Unknown bytes/second
    Current Game Version: 1800.201003300904.25T5r
    Installation Directory: C:\Program Files\City of Heroes

    Mod files in the Data directory
    No modifications found
  8. So I recently decided to install COH on my laptop for gaming on the go and such. However it seems that upon logging in all the people are invisible. The environment is loading but the characters are all not loading except for capes.

    Here is a screen shot


    I am not sure if anyone has ever seen this bug before or if anyone knows a workaround I would love it.
  9. I want destruction. If all of us super powered people are running around I expect there to be some damage or at the very least some reconstruction of the damage. Yeah we have zones that are destroyed all over the place but. If this were really a city full of super powers shouldn't their be some damage to buildings? Like a blaster shot that missed the target and made a hole in the wall? Only thing I'd really like to see other wise most stuff has been mentioned all ready.
  10. They are all to busy with GR to care.
  11. Zander6669

    New build

    I was trying to make it for huge AOE rather then single target. Thanks for the info on invis I completely forgot that it was self only. I played around with the build you give me and threw a heal in it.


    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1419;704;1408;HEX;|
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    |8E2123592A64C60129C92CE98B883FAA2894F9AC8A226FE0F6A34FA6FB824FAEEAB|
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    |5|
    |-------------------------------------------------------------------|
  12. Zander6669

    New build

    okay so I made a build with mids wanted to see what you guys think of it.
    Villain Plan by Mids' Villain Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fossilize -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(25)
    Level 1: Stone Spears -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(13), KinCrsh-Dmg/EndRdx/KB(25), KinCrsh-Acc/Dmg/KB(43)
    Level 2: Stone Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(19), Posi-Dam%(27)
    Level 4: Tremor -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 6: Swift -- Run-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Quicksand -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(11), TmpRdns-Rng/Slow(15), TmpRdns-EndRdx/Rchg/Slow(21), TmpRdns-Acc/Dmg/Slow(31)
    Level 12: Stalagmites -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(21), Posi-Dam%(31)
    Level 14: Super Speed -- Clrty-RunSpd(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(46), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(50), DarkWD-ToHitDeb/EndRdx(50)
    Level 20: Health -- Panac-Heal/+End(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
    Level 24: Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 26: Tough -- ImpArm-ResDam(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), RedFtn-EndRdx(29), RedFtn-Def(29), RedFtn-Def/EndRdx(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def/Rchg(37)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(36), RedFtn-Def(37), RedFtn-Def/Rchg(37)
    Level 38: Fissure -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(46)
    Level 47: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 6: Ninja Run

    yes I know there is no heal but I'd have to drop the def from invis which is nice to have as well.
  13. I'm not sure if anyone mentioned this yet but the AI for mm pets need to be seriously worked on. I should not have to not upgrade my bruiser because all he will do is throw boulders if I do. Also from what I understand ninjas need to be fixed for this problem as well. I find that MM should as well not have to spawn their pets every single time they zone it makes them hard to team with and slow to solo with.
  14. time to see how good those new upgrades are
  15. [ QUOTE ]

    This is how Star Wars Galaxies was originally designed. It was way too griefable, so they removed it. One of the VERY few smart things those Devs accomplished.

    [/ QUOTE ]

    Never knew that. How did they grief the system and how did the devs fix it?
  16. Well I have a couple of ideas that might work for having cohabitable maps.

    First idea having three maps for all zones. A hero side map a villain side map and a pvp map of the zones. If you don't want to pvp then don't if you do want to pvp then do it. With only certain maps being co-op. Mostly for maps with a mutual threat similar to the shadow shards and such.

    Second thought Co-op for all maps with ability to set yourself as hostile towards either faction. Such as say you are a hero and you attack a arachnos guards it would flag you as hostile towards villains and you would be open for getting attacked by any nearby villains. The same is true for Villains if they attack a Longbow guard they are flagged as a hostile for heroes to take out.


    Btw for having villains in a hero zone you don't need to be having them use the same stores and such you could easily add different npcs to take care of villain needs. Same can be said for heroes in villain side.
  17. Actually before the thread was jacked it was about possibility of making new zones for villains only. Nothing to do with reusing exiting hero only zones. Though it has just kind of gone that way.
  18. I disagree completely Saying that putting villains into paragon city would break immersion. What are you talking about? This would be the pinnacle of immersion. Let me ask a question if you are a super villain why would you not go wherever you felt like to get fat loot? In almost every comic book that I can think of the arch enemy of most every hero is usually quite close to home. For example Superman had Lex Luther and Spider man had Venom(just to name one) both of which were in there respective home cities; there are many other examples. However it makes no sense to me what so ever that the true super villains the players, would not be striking at paragon city if they thought the profits were good. Obviously the villain groups already in paragon city think they can make it big there seeing as they stay there even though it is a city of heroes. I just don't see how this would break immersion I think letting villains and heroes mix is much more immersive then the current system.


    As for my thoughts on co-op
    Would villains not use whoever they thought necessary to reach their goal? I'm not seeing how co-op with heroes would be a bad thing; if you really are villainous you would help a hero with his/her mission stab them in the back as soon as they helped you to your goal and run away. However this only really pertains to certain objectives such as saving the world. As a villain your not helping a hero save the world for all of humanity your helping them save it so you can take it over.

    Just how I see it.