Atomic_Toy_Guy

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  1. Atomic_Toy_Guy

    Cebr

    Is anybody else having problems with lock ups on this mission.. I can run this mission one time and on the second run shortly after all the ambushes spawn COH locks up.. I have tried new drivers, check files, lower graphics settings to no avail.

    Funny thing is, the first day I did this mission I ran it back to back for about an hour no problems at all. Now all of a sudden poof, its gone to crap on me.
  2. In theory it should work. I whipped this up, sure its sloppy. Survivable, sure why not. Can't be any worse than any other kinetics build. They key for all my kins has been to que up the following: FS, Attack, Transfusion.


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

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(17), Decim-Dmg/EndRdx(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25), Decim-Build%(40)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(31), Nictus-Acc/Heal(31), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(36), Nictus-%Dam(36)
    Level 2: Dual Wield -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
    Level 4: Empty Clips -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Dmg/KB(13), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(15), KinCrsh-Dmg/EndRdx/KB(17)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(9), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(11), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(13)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(40), RechRdx-I(43), RechRdx-I(43)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-Stlth(29), Zephyr-ResKB(46)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Executioner's Shot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Rchg/KB(19), KinCrsh-Rechg/EndRdx(21), KinCrsh-Dmg/EndRdx/KB(21), KinCrsh-Acc/Dmg/KB(23)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(45)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(46), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(48)
    Level 28: Siphon Power -- Acc-I(A), Acc-I(43), EndRdx-I(45)
    Level 30: Vengeance -- DefBuff-I(A), LkGmblr-Rchg+(50)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(40)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
    Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42), LkGmblr-Rchg+(42)
    Level 44: Suppressive Fire -- HO:Endo(A), HO:Endo(45), HO:Endo(46)
    Level 47: Tough -- EndRdx-I(A), S'fstPrt-ResDam/Def+(50)
    Level 49: Weave -- EndRdx-I(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    ------------
    Set Bonus Totals:
    • 7.5% DamageBuff(Smashing)
    • 7.5% DamageBuff(Lethal)
    • 7.5% DamageBuff(Fire)
    • 7.5% DamageBuff(Cold)
    • 7.5% DamageBuff(Energy)
    • 7.5% DamageBuff(Negative)
    • 7.5% DamageBuff(Toxic)
    • 7.5% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 5% Enhancement(Heal)
    • 88.8% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 44.2 HP (4.12%) HitPoints
    • Knockback (Mag -16)
    • Knockup (Mag -16)
    • MezResist(Immobilize) 4.95%
    • MezResist(Stun) 2.2%
    • 1.5% (0.03 End/sec) Recovery
    • 34% (1.52 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 1.26% Resistance(Energy)
    • 5.01% Resistance(Negative)
    • 1.58% Resistance(Toxic)
    • 1.58% Resistance(Psionic)
    • 12% RunSpeed
  3. Below is my build for my TA/Archery Defender. It should be pretty close to what you can do for a corr. With hover and CJ running I sit at 42.5% ranged defense, so with one application of flash arrow I am well beyond the defense cap. Also I was able to put this build together for a bit less than 300mil, granted I provided my own LotG by running alignment missions on various toons.

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

    Click this DataLink to open the build!

    Snap-Stream: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Archery
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Flash Arrow -- ToHitDeb-I(A), ToHitDeb-I(5)
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(42)
    Level 2: Aimed Shot -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(42)
    Level 4: Entangling Arrow -- TotHntr-Acc/Immob/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(40), TotHntr-Immob/Acc(40), TotHntr-Acc/Rchg(48), TotHntr-Dam%(48)
    Level 6: Glue Arrow -- RechRdx-I(A), TmpRdns-Rng/Slow(7)
    Level 8: Hover -- Zephyr-Travel(A), Zephyr-ResKB(9), Frbd-Stlth(9)
    Level 10: Blazing Arrow -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(42)
    Level 12: Acid Arrow -- Acc-I(A), Achilles-ResDeb%(13)
    Level 14: Fly -- Flight-I(A)
    Level 16: Poison Gas Arrow -- RechRdx-I(A)
    Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(19)
    Level 20: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(33), FrcFbk-Rechg%(50)
    Level 22: Aim -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Oil Slick Arrow -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), Posi-Dmg/Rchg(27), TmpRdns-Dmg/Slow(29), Achilles-ResDeb%(29), LdyGrey-%Dam(31)
    Level 28: Super Speed -- EndRdx-I(A)
    Level 30: Ice Arrow -- Lock-%Hold(A), Lock-Acc/Hold(31), Lock-Acc/Rchg(31), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(45)
    Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(45)
    Level 35: Ranged Shot -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(36), ExecCtrt-Dmg/ActRdx(36), ExecCtrt-Dmg/Rng(36), ExecCtrt-Dmg/Rchg(37), ExecCtrt-Stun%(43)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dam%(40)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
    Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 5.5% Defense(Fire)
    • 5.5% Defense(Cold)
    • 23% Defense(Energy)
    • 23% Defense(Negative)
    • 3% Defense(Psionic)
    • 31.8% Defense(Ranged)
    • 8% Defense(AoE)
    • 48% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 5% Enhancement(Immobilize)
    • 5% Enhancement(Held)
    • 12% FlySpeed
    • 19.1 HP (1.88%) HitPoints
    • 12% JumpHeight
    • 12% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 9.9%
    • MezResist(Immobilize) 2.2%
    • 14.5% (0.24 End/sec) Recovery
    • 4.41% Resistance(Fire)
    • 7.53% Resistance(Cold)
    • 12% RunSpeed
    • 2.5% XPDebtProtection




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  4. BTW I just picked up my Sonic/Mental the other day and I forgot how potent Siren Song-Howl-Shockwave-Psychic Scream combo can be. Put em to sleep, wake em, knock em back, kill em. Well kill em will work if you have hit build up or aim prior to the combo. Otherwise with good recharge you should have sleep back up by the time they are standing up. Rinse repeat.
  5. Pairing Sonic /w Mental should be a fine combo. You will make of for the lack of AOE in your primary by adding some in your secondary (Howl, Psychic Scream) and Psychic Shockwave should work well to soften the mobs before a nuke. I have one of these and am fairly happy with it, though I wish I had gone Sonic / Energy purely for the fact that I feel Energy supports ranged toons better.

    Drain Psyche: A lot of people swear by this. In my experience though the act of going into melee costs me more hit points than its worth. I can keep a better eye on the mob and assess high value targets easier from range than I can in melee as well.

    Food for thought though, if you really enjoy defenders there are many defender combos that can really crank out the damage. Kin/Rad, Rad/Sonic, TA/Archery, Storm/Ice, Traps/???.
  6. If it were my build it would probably look a little more like this.

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

    Click this DataLink to open the build!

    Xelseus: Level 50 Natural Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Devices
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
    Level 1: Web Grenade -- Acc-I(A), Immob-I(13)
    Level 2: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(42)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(15), Posi-Dam%(34), Range-I(42)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(15), Posi-Dam%(34), FrcFbk-Rechg%(40)
    Level 10: Targeting Drone -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(21)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Frbd-Stlth(43)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Smoke Grenade -- Acc-I(A), ToHitDeb-I(50)
    Level 18: Suppressive Fire -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(21), HO:Endo(37), HO:Endo(46)
    Level 20: Cloaking Device -- EndRdx-I(A), LkGmblr-Rchg+(42)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Taser -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(46)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(36)
    Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-%Dam(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(43)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
    Level 35: Stimulant -- IntRdx-I(A)
    Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(48)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(46)
    Level 47: Aid Self -- IntRdx-I(A), Heal-I(48), Heal-I(48)
    Level 49: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A), Empty(3), Empty(3)
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Incendiary Ammunition



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  7. The only comments I see off the top of my head are that Hail of Bullets is lacking in recharge. Getting that closer to the ED cap will allow you to have hail of bullets up 12 seconds sooner.

    Also Personal Force Field (PFF) is way over slotted. I would take all but the default slot out of that power and put them somewhere else. PFF gives you 52% defense out of the box and with just one 50 IO that takes it to 65.9%. Considering that 45% is the soft cap for defense really anything over that unless your a tank is overkill. If you really want extra recharge just slot a Luck of the Gambler (LotG) proc in it for 7.5% global recharge.

    Also repulsion field is probably a waste as well. It will consume to much end and won't do a lot to keep you alive. Consider getting rid of that power for combat jumping as a mule for another LotG. Heck you could move the gained slots from that to Repulsion Bomb which would make for a nice way to start your Hail of Bullets.

    Edit: Just found more Suppressive fire is slotted for damage. It only does a whopping 14pts of damage slotted the way it is. I would switch that out for Stun Duration which is really what the power is for. If you aren't using it for stun then get rid of it.

    If you haven't tried Time Bomb odds are once you do you'll want to respec out of it. So I would also consider freeing up those slots somewhere else.

    you only have one slot in stamina but are trying to get set bonuses for recovery. You will get more effect just by giving up two slots for stamina.
  8. Heck I am still running on 10.12 on my Sapphire HD4890. The drivers prompted me to update to 11.6 today and after doing so I instantly had problems at character select alone. Prompting me to roll back to my trusty rusty 10.12 drivers. I highly doubt that I will ever buy another ATI/AMD video card at this point.

    Edit: Can some one please explain what I would really be gaining by upgrading to say 11.2 or 11.3 which it seems many people here seem to be swearing by.
  9. For the most part its probably a toss up. Traps will come out ahead on a really nice build but its a different playstyle for sure.

    As far as slotting..
    Tier 1: 3 Acc/3 Dam
    Tier 2: 2 Acc / 2-3 Dam / 1-2 Def
    Tier 3: 2 Acc / 3 Dam / 1 End R

    Also pet sets are cheap and many give pretty good bonus' so if you decide to slot sets check them out. They will provide everything pets need, acc/dam/end r.
  10. I am assuming this thread is Troll bait but just in case it isn't.

    Dual Pistols/Devices isn't going to win any awards for killing speed. Long animations and a secondary that focus' on utility definitely isn't going to "to do the most damage the fastest"

    If you truly want "to do the most damage the fastest" then Fire will be your primary, then I suppose you can take your pick of Fire/Psy/Elec/Energy for your secondary. They are all good, but fire primary is always going to win out in terms of speed of kill. Honestly if you have fire primary I can't see the need to have any extra damage powers in your secondary, but you will want a secondary with a Build Up power.
  11. Quote:
    Originally Posted by Smersh View Post
    Also - Martial Arts: Storm kick had its damage reduced, but added an all positions/types defense buff. It is now, for Tankers only, Parry Plus.

    How's softcapping on DOs sound?
    Say wha? Your foolin' right? If this is true I am definitely giving an SR/MA a shot.
  12. When I did the math on paper a SR tank can be at 39% Defense to all positions with just level 50 IO's and no power pools. So getting to 45% is going to be a breeze on these.

    My only problem with SR on a tank is the fact that no matter how much defense you have there is no resistance to back it up. So there is always a 1 in 20 shot of something getting through. It's a cool concept and I might try one my self, but from my experience on an SR/Elec brute I deleted at 44 I have a feeling I'll end up just as disappointing in the long run.
  13. I personally am all for crashless nukes. When I compare what my Archer can do every
    Now there are a couple crash of nukes that do there job really well 1. Inferno and 2. Blizzard

    Other than that, most of the nukes leave too much standing to have to also deal with the endurance crash.
    Code:
    Full Auto        :  534.0 /  60s
    Rain of Arrows   :  814.4 /  60s
    Hail of Bullets  :  761.3 / 120s
    Thunderous Blast :  961.4 / 360s : -End
    Nova             : 1102.8 / 360s : KB
    Psychic Wail     : 1102.8 / 360s : -Rech 11.3s Mag 3 Stun
    Atomic Blast     : 1102.8 / 360s : -Def 11.9s Mag 3 Hold
    Dreadful Wail    : 1102.8 / 360s : -Res 11.3s Mag 3 Stun
    Inferno          : 1707.4 / 360s : None
    Blizzard         : 1809.7 / 360s : -ToHit -KD -Rech (During)
    Damage listed is max with Build Up & Aim if both are available.
  14. I think if they were halved it would be tempting and I would probably buy them up slowly over time. At their current pricing I will probably never touch them unless I have nothing better to spend my money on (costumes, powers, etc.).

    I have already developed routines to deal with my current inventory capabilities, paying that much more to alliviate some of my vendor/ww trips just isn't worth it. Usually by the time I fill up, I need to take a break/level/visit a zone and a quick stop to the places I take care of these things isn't that big of a deal.

    Really I don't get why they are taking a page from the AppStore revolution and make everything cheap enough to where you would never even think twice about spending the money on it. aka 95% of things priced less than $1 the other 5% Rarely if ever going over $5, I think if they were to do this people would buy up a lot more of the doodads in the market.
  15. Very Nice Indeed! They are scary looking now.. Yippee!
  16. Atomic_Toy_Guy

    Rocket Boards?

    Quote:
    I suppose the only way I could see combat while flying on an aerial platform is to have the character retain an exact copy of his ground animation, but standing on the flying platform. That way, you can just reuse all of ground animations, but pass them off as aerial combat. I'm not sure if David would be interested in this, but I'd be interested to see it. If the platform is big enough for the character's gait, then technically, this shouldn't take anything unusual to make work.
    This is all I would want. Period, if Rocket board is travel power that I can't use during combat (as in it doesn't have a relationship like Hover/Fly or Combat Jumping/Super Jump) then I am not interested in it at all. It will be useless too me. I always toggle my travel powers to button 4 on my mouse so if I turn off Rocket Board and come plummeting to the ground because it doesn't have a lower endurance more control hover option that I can use during combat then it does me no good.

    Honestly I would rather see Beast Run/Ninja Run suped up to become real travel powers with their own pools. They could be something like Acrobatics from Champions Online which was my favorite ground travel power in that game.
  17. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    By that same argument, I could say it only takes four hours to switch between Hero and Villain, because I don't have to be playing the game during the cooldown times.

    You're arguing pure semantics here; you say three days, other people say four days, but you all mean the same thing... you're just not counting the first day, when most people do.

    The point is, it takes about four* calendar days to fully switch from Hero to Villain. You do your first 5 on Monday, second 5 + Vigilante Morality on Tuesday, third 5 on Wednesday and the last 5 + Villain Morality on Thursday.
    * Unless you have an unlimited time to play, no social/occupational obligations and can jump on exactly 20 hours after your tips cool down... in which case you could have everything done in a little more than 60 hours.
    Precisely, I am counting days that I spend playing. I only get to spend about 2-3hrs a night 3-4 days a week in the first place playing this game. Basically just enough time to get my 5 tips done. Knowing that I basically have a week of "work" just to get access to something that I should be able to get from either side irks me.

    It makes me wish I had the devotion to this game I used to playing 30+ hours a week. But alas life has other plans.
  18. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    You can switch in 3 days.
    Do 5 tips, wait 1 day, do 5 tips+ morality. Wait 1 day, do 5 tips, wait 1 day do 5 tips+ morality. Assuming you play at the same time each day, you can switch sides in 72 hours after you start the first tip. Then double that plus 1 more day of waiting to get back for 7 days round trip.

    I also would prefer a ppp equivalent on hero side
    Still 4 days.

    Unless I am severely missing something.

    Day One: 5
    Day Two: 5+Morality
    Day Three: 5
    Day Four: 5+Morality
  19. Quote:
    Originally Posted by DualPistolsCHICK View Post
    I farm with my dp/mm blaster @54x8 with bosses without veng. I run "Thug Farm" in AE in less than 4 mins. With PERMA DRAIN PSYCHE u can farm easily.
    I would be curious in seeing your build if you get a chance.
  20. My vote would be for Archery / Energy /w lots of ranged defense and boost range its really hard to die.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well since all ATs (except EATs) have equal access (APPs immediately, PPPs if you are villain alignment) I doubt they are planning to make changes. Now I'd like it if they changed it but I'm not expecting them to do so.

    I've seen the idea of a Hero themed PPP before and that is one option but in many ways I'd just like to see more APPs for all ATs.
    I would also settle for hero themed PPPs.
  22. Ok so 4 days.. For some reason I thought you had to wait for one of your bulbs to be empty to run the morality. Either way if you come out on hero side, its still a PITA to go over and come back.

    I only mention it because I am dealing with it as we speak with my demons / therm MM. I just got done bringing it to hero side and now I discover the EPICs on hero side stink so I have to go back. It just seems like an unnecessary barrier. I know the villain epics are tied to a story, but it just seems really unfair for heroes.
  23. Quote:
    Originally Posted by bromley View Post
    I don't know how this could be a serious point, but I am always surprised by posters.

    I'm not going to call that stupid, but that makes no sense. Not only are you not giving anything away because you are still charging for it at 400-800, your point seems to be that you don't want to get too much value for money.

    This game will drive me away by overcharging me. My subscription and the price of one or two boosters a year is the maximum I am prepared to drop. People crow that we will be losing nothing by staying VIPs, but I expect more than just access to servers and the odd story arc for my sub fee.

    VIPs should get a lot. I have my doubts that they will.
    I expect that VIP's will get just as much as they have ever gotten in the past, which really hasn't been much in the way of new power sets. I can count on two hands the number of power sets that have been made available to all players with out having to purchase an expansion in the past 5 years.

    I really think what we'll see is more powersets being released more often than ever with this system, but at the cost of the majority of them being available through the market. Will we still get free ones I would be shocked if we didn't get them at the same pace as we had in the past.

    I just don't get what the doom and gloom is about.. I don't have a ton of money to dump into this game either, but my policy has always been more options is always better.
  24. Has anybody heard if the devs are planning changing the way you can access the villain epics in the next issue? It seems that if you can choose villain out of the tutorial it would come as a disappointment to many players that later on they have to switch sides temporarily just to get access to the villain epics.

    I know lots of people argue its not that hard to do, but at a minimum it takes a minimum of 5 days to switch sides completely. Day 1 - 5 Alignment Missions, Day 2 - 5 More Alignment Missions, Day 3 - Morality Mission, and then Back again. Kinda of a PITA, thats not even counting the time it takes to run the dang arc.

    I would much rather see those arcs grant a badge and an accolade power, rather then access to what is for some archtypes the best Epic pools available. I mean heck the Master Minds can't even get a Shield in all but one epic pool on hero side.
  25. OK, I have a 38 Rad/MM that I am starting to feel like has too much AOE so I am considering dropping Psychic Wail and Irradiate. Is this a huge mistake? I mean after all I'll still have Electron Haze, Psychic Scream, and Neutron Bomb.

    What do you all think?