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Posts
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Joined
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Thanks Hindenburg for the advice on switching the slotting. I like what you did there.
Local_man I read alot of your critiques and thank you for responding. I see the wisdom in your advice and so am dropping Assault for EMP. The slot that Hindenburg freed up I put in it so it is two-slotted with Lockdown for Acc and Recharge.
OOB; thanks for the advice. Thematically that actually flows better with my concept as well, however, Psi does too and while I like what Soul provides, I feel I need the Mez protection on Indom. Will. I almost went with your suggestion though, maybe as a secondary; it's tempting.
Thank you all for the advice again; here is the Data Chunk for the slightly altered Becca.
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Sorry, missed this part.
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Okay, so I've been reading up on Fire/Rad builds and I think I have a good one planned out.
I believe this build has good End recovery and efficiency, it's perma-AM and perma-hasten, and Indom Will is almost Perma, a few seconds of downtime.
I decided to skip Fallout, EM Pulse, and I'm considering dropping Cinders; all because I hate the long recharge; even hastened to "light speed" and the sudden -end recovery just seems silly for a build that has no end recovery power in it.
Anyway, please tell me if I'm missing anything.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Becca Kell: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char- (A) Devastation - Accuracy/Damage
- (36) Devastation - Damage/Recharge
- (37) Devastation - Accuracy/Damage/Recharge
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (37) Lockdown - Accuracy/Hold
- (39) Lockdown - Chance for +2 Mag Hold
- (A) Doctored Wounds - Heal/Recharge
- (27) Doctored Wounds - Heal
- (33) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (33) Doctored Wounds - Endurance/Recharge
- (A) Gravitational Anchor - Immobilize/Recharge
- (19) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (19) Gravitational Anchor - Accuracy/Recharge
- (21) Gravitational Anchor - Immobilize/Endurance
- (21) Gravitational Anchor - Chance for Hold
- (A) Efficacy Adaptor - EndMod
- (5) Efficacy Adaptor - EndMod/Recharge
- (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (7) Efficacy Adaptor - Accuracy/Recharge
- (13) Efficacy Adaptor - EndMod/Accuracy
- (13) Efficacy Adaptor - EndMod/Endurance
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (9) Dark Watcher's Despair - Recharge/Endurance
- (9) Dark Watcher's Despair - To Hit Debuff/Endurance
- (11) Dark Watcher's Despair - Chance for Recharge Slow
- (A) Endurance Reduction IO
- (11) Endurance Reduction IO
- (A) Absolute Amazement - Stun/Recharge
- (15) Absolute Amazement - Accuracy/Stun/Recharge
- (15) Absolute Amazement - Accuracy/Recharge
- (17) Absolute Amazement - Endurance/Stun
- (17) Absolute Amazement - Chance for ToHit Debuff
- (A) Multi Strike - Damage/Endurance
- (34) Multi Strike - Accuracy/Endurance
- (34) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (36) Armageddon - Damage/Endurance
- (36) Armageddon - Chance for Fire Damage
- (A) Luck of the Gambler - Recharge Speed
- (A) Lockdown - Accuracy/Hold
- (39) Lockdown - Accuracy/Recharge
- (39) Lockdown - Recharge/Hold
- (40) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Pacing of the Turtle - Endurance/Recharge/Slow
- (50) Pacing of the Turtle - Chance of -Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (27) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Unbreakable Constraint - Hold
- (29) Unbreakable Constraint - Hold/Recharge
- (29) Unbreakable Constraint - Accuracy/Hold/Recharge
- (31) Unbreakable Constraint - Accuracy/Recharge
- (31) Unbreakable Constraint - Endurance/Hold
- (31) Lockdown - Chance for +2 Mag Hold
- (A) Kinetic Crash - Damage/Endurance/Knockback
- (A) Soulbound Allegiance - Chance for Build Up
- (40) Soulbound Allegiance - Damage
- (40) Soulbound Allegiance - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Resist Bonus Aura for Pets
- (50) Sovereign Right - Resistance Bonus
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Recharge
- (48) Luck of the Gambler - Endurance/Recharge
- (48) Recharge Reduction IO
- (A) Apocalypse - Damage
- (42) Apocalypse - Damage/Recharge
- (42) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (43) Apocalypse - Damage/Endurance
- (A) Aegis - Psionic/Status Resistance
- (43) Aegis - Resistance
- (46) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Ragnarok - Damage
- (45) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (46) Ragnarok - Damage/Endurance
- (A) Endurance Reduction IO
- (A) Accuracy IO
------------
Level 1: Brawl- (A) Accuracy IO
Level 1: Sprint- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 2: Swift- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (3) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
Click this DataLink to open the build! -
[ QUOTE ]
Sometimes when a char. zones the server or some such hasnt caught up to where the char. should be at. This translates to you being able to move (in my case) but no NPC's spawn and all the doors in the game have been removed (also might just be me). The only know way to counter this bug is by:
1. Teleporting to the D if you have the power to do so.
2. Logging out of the game.
3. Having someone use Teleport friend on you.
[/ QUOTE ]
I've been having this issue since way back in Issue 8. Happens about 33% of the time I log into any zone or instance.
The NPCs/objects/Doors that normally spawn within range of your character at the entrance all appear as normal. You can even attack them, IF they are in range of where you are at the entrance. From my perspective, my Blaster and Corrupter are fighting as normal, then I try to pull the next group a bit further away and I get Out of Range or Not in Line of Sight, and realize I'm bugged. I run up to contacts that spawn because they are near the entrance, like Luminary in Talos, next to the train station. I run up and clicker her and the window opens and immediately closes. Sure sign I'm bugged.
Basically you can see and do everything you normally can do from the spot where you zoned in at, buff, blast, summon, etc. The server HAS loaded you, it just does not see you move at all. (You can even "follow" your teammates all over the instance, and watch them fighting nothing.) Once you get beyond the spawning range of that first initial location at the zone in, do the doors/mobs/NPCs not appear. I've watched players I was not teamed with and pathing NPC/Mobs fade away at the extreme draw range from the zone entrances.
It's so bad my partner has respeced most of her toons with Teleport Friend, just to fix my characters. In her words, better that then have to wait for me to relog, or get started in an instance and discover that I'm not there helping her on the first pull. It's always the power she takes at level 6 when we make new characters.
On my peacebringer, and every other toon that can port themselves, the first thing I do in any instance I enter, is port myself a couple feet in front of me to resync the client.
My MM's both have /traps; I've learned to drop an FF Drone and run a bit into the instance to see if it follows me. If it does not, I have to zone out and back in to see if I'm fixed; better that then drop all my pets before realizing that I have to rezone and resummon them all. OF course, that assumes I have a mission that allows me to click a door to zone in/out. It if is a train mission or most bank missions, I have relog or pray I have a teammate with port.
Even with all the precautions I've had to train myself to take, I've had characters with fly, cross whole zones oblivious to the fact I'm bugged, arrive at a door and not see a door there, realize I'm bugged, have to log out, log back in, and make the trip all over again, wasting a ton of time for my teammates. I've had to relog in new characters 5 times in a row before I finally get a synced session going and actually be able to do my first instance.
It has been a HUGE detractor to my gameplay, and tends to discourage me from even loggin in. I know several other people that have had it happen occasionally. My friend has had it happen maybe 4 times ever; for me, it has been epidemic.
... /sync. It's about time, I cannot tell you how relieving this one addition to the patch notes is to me. I can actually respec out my toons that have Port into powers I prefer. My friend as well.
If only I could get the Devs to give me, and those like me, a freespec on all our toons that took Port or Port friend, on all our characters in response to the lack of this command, now that we no longer need it.
/sync Thank you devs for FINALLY fixing this. -
I'm trilled with these ideas War Witch. Looking forward to checking them out. I've always loved the concepts behind the hollows. My very first and second Hero at launch were "former Outcasts" so when you guys added Hollows, I was excited about having more Outcast specific missions.
The distances to travel, especially before the addition of radio missions and temp travel powers, SUCKED. The Contact/Neighborhood sync'ing is a very welcome change. Also it is nice that when I'm asked to go and defeat 10 Outcasts/Trolls, I will not have to face all 10 (+ a couple friends) in a single mob anymore....
And now Hero locations for Coralax. Nice to see some of them have left the Rogue Isles. -
Admittedly, the VEAT's sound a little "meh" after having beat down so many of them over time, but then I recall that Ghost Widow is a Seer, and the Arbiters are Wolf Spiders. The Boss and Lt version of both types are always a bit of something to keep an eye on; very similar to the Longbow Commanders. The Point of Villans is that everyone in CoV is a lackey of Arachnos. So nothing changes, nor did I expect them to. Even Kheldans are attached to Freedom Corps as the Peacebringer Army, you even see them in uniform in the 50+ areas of RWZ.
Kheldans are not more powerful then other ATs (in terms of damage output), they are simply far more flexable. Spiders and Widows I expect to be smilar. I know for a fact that Crab Spiders blast with the best of them, while enjoying solid Tank survivability; something no Villian AT can pull off, to my knowledge.
I'm reserving judgement untill I see them tested, however, the combiniations I've seen in the Arachnos I've fought, are giving me quite a bit of excitement at the prospect. -
Your patience is HUGE States. You've posted some 12 times on this subject, and in the majority admited the "High level = too easy" point, and yet various people bring you yet another flawed example which includes high level heroes, and yet you answer again. I'd have been to the "See Previous statement" line 4 posts ago. I give you mad props Boss.
For the record, I look forward to whatever it is you decide to do to fix the mob difficulty. My only concern is that, as an Elec. Blaster, Zapp needs to one shot white minions (yellows with Build-up). Those times I've missed with that initial Zapp have often been desperate moments of trying to stay vertical (TB is even more so). Just keep us Blasters in view when you raise the difficulty of higher level mobs, most of us die often enough as it is, groups or solo.