BarbaricPenguin

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  1. Quote:
    Originally Posted by Vitality View Post
    Your lack of defense will make your regeneration bonuses not worthwhile.

    You can "easily" make a build with 730% regen (with 1 enemy fueling rttc) along with 45% s/l defense. Which is not that much of a difference from your 753% regen.
    I'd like to see a version of that, actually. Note that I'm not likely to ever get purpled IOs, so if the budget for getting 45% s/l is too high then I probably won't ever achieve it. Also, this build was somewhat of an experiment to see how far I could take the regen aspect of willpower.
  2. I played around in Mids with my TW/WP brute and decided to see how far I could take the Regeneration aspect of it. This is what I've come up with so far. I went with as many sets that have regeneration as a set bonus as I could find using the power selection I wanted. Note that the lack of Hasten and the use of Fly are specific concept choices I made for the character. It seems that this may be a workable build, but I wanted some input to see if it will work or if I'm just crazy.


    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fighting

    Hero Profile:
    Level 1: Defensive Sweep -- S'dpty-Def/Rchg(A), S'dpty-Def(46)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), ResDam-I(7), ResDam-I(7), Numna-Heal(11), Numna-Regen/Rcvry+(11)
    Level 2: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 4: Titan Sweep -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dam%(31)
    Level 6: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(15), TtmC'tng-ResDam/EndRdx(15)
    Level 8: Follow Through -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(13), Tr'ge-Heal/EndRdx(13), Tr'ge-Heal/Rchg(43)
    Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(43)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Tr'ge-Heal/EndRdx(17), Tr'ge-Heal/Rchg(40), Numna-Heal(42)
    Level 18: Rend Armor -- Mako-Dmg/EndRdx(A), Mako-Dmg/Rchg(19), Mako-Acc/Dmg(19), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 20: Quick Recovery -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Rchg(21), Efficacy-EndMod(23)
    Level 22: Build Momentum -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(25), Rec'dRet-Pcptn(25), RechRdx-I(36), Rec'dRet-ToHit(43)
    Level 24: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg(36), Zinger-Taunt/Rng(42)
    Level 26: Whirling Smash -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(34)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A)
    Level 30: Hover -- Frbd-Fly(A), Frbd-Stlth(50)
    Level 32: Arc of Destruction -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
    Level 35: Afterburner -- Frbd-Fly(A), Frbd-EndRdx(48)
    Level 38: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(45)
    Level 41: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-ResDam(46)
    Level 44: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(45), S'dpty-Def(45)
    Level 47: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 49: Resurgence -- RechRdx-I(A)
    ------------
    Level 2: Swift -- Run(A)
    Level 2: Health -- Numna-Heal(A), Tr'ge-Heal/Rchg(46), Numna-Heal/EndRdx(48), Tr'ge-Heal/EndRdx(48)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Momentum
  3. You could download the free Windows 8 preview and install that on a boot camp partition or try the free virtualbox vm software. I don't know if CoH will run inside virtualbox, but it may be enough to free up the stuck char. If it doesn't work then try the boot camp install. At least neither of these options cost money - just time.

    I sometimes have the market crash, but a restart always works and doesn't try to reopen the market window.
  4. BarbaricPenguin

    My First Build

    I can comment on the /electric set having been leveling a brute with it the past couple of weeks. You may not need to put more than 3 slots in stamina. With recharges in power sink, it is up often enough that I can fill my end bar regularly. I just love watching the mobs blue go away while mine fills up. Mobs with no blue do little damage, too.
  5. Arsenal (Roy Harper) uses pistols, and just about anything else that remotely resembles a weapon.
  6. I can't believe no one has said it (at least I didn't see it). We're poor in CoV because...

    Crime doesn't pay!

    Anyway, I too have felt much poorer than I did in CoH. I do remember being able to stock up on DOs and then SOs completely with my heroes before I knew any high levels to give me gifts. Granted, it wasn't a full set all at once, but I was able to fill them out before it was time to get the next set.

    CoV does feel like I'm leveling faster than I did in those first few CoH days. Granted, I'm much more experienced with the game, as are the people I play with. Mission reward bonuses are higher than they used to be, too, so that contributes to the quicker leveling, as does fewer deaths and lower debt from a death.

    However, I haven't felt ineffective by not having a full set of DOs at lvl 16 or 18. I put DOs in the important powers, like ACC, and for the rest I use dropped TOs as I can to save on buying.
  7. BarbaricPenguin

    Thorn Casters

    I'm actually of mixed feelings on this. Quicksand and Caltrops are one reason I took Hover/Fly for my tank. Now I'm playing my illusion/rad controller, and I find Earth Thorn Casters to be a challenge, though also quite annoying. So I plan my strategy to take them out or hold them first to try to cut down on the amount of Quicksand I have to deal with.

    However, I'll be glad not to have to deal with that much Quicksand in the future. My Dark/SR scrapper will be much happier for sure.

    So is anyone gonna speak for the Thorn Casters who are getting nerfed? Shouldn't they be complaining that they're losing their best weapons against the heroes? Someone must represent these poor, abused bad guys!
  8. I'm going to add my $.02 to the ever growing pot.

    I currently have a lvl 48 Inv/Eng tank. I regularly get teams of 7-8 people for doing missions. I really enjoy having defenders along with me. Kinetics, Rad, Dark, Empath, Storm, FF - doesn't matter. Each one of them helps me out in one way or another. Even FF helps me when I'm collecting up groups. I guess Storm helps my tank the least, but I also play a Storm defender, and they help the ranged folks much more. So what I'm saying is that I'm always happy to have a defender or two along in my groups. I admit I can do my job without them, but having END rec, extra damage, heals, bubbles and so forth always makes my job easier.

    I think the problem is that the controllers do the job just as well. At the 40+ levels I get just as much benefit from a controller's secondaries as I do from a defender's primaries that it doesn't matter to me which I get. I don't think nerfing the controller secondary is the right approach, either, because in order for anyone to notice a difference late in the game they'd end up being useless early and next-to-useless late.

    I also think nerfing tanks (or other archetypes) is not the answer. If in an 8 person mission I can't jump into a group of 15 +3 enemies, with 2 bosses, 3-4 LT's and the rest minions and survive the alpha strike, then I can't do my job as a tank. I'll be face planted before the defender could heal me (if they have a heal). The defender can't lead with their debuffs, either, because then they'll get the alpha strike, end up face planted and unable to help the others. Only a FF defender could help me survive the alpha strike, and I don't want to need a FF player for every big mission.

    Perhaps if defenders provided some special function that no one else can do. For example, tanks have aggro control. Scrappers have crits and damage. Blasters do the most damage. Controllers have pets and lockdown. Defenders are a mix of blaster and controller secondaries. Only Dark and the rad & psi secondaries are different. Sonic and Trick Arrows will help add differentiation.

    Defenders need to have something that sets them apart. Right now they're lacking something special, except for the specific defender-only powersets. Bringing other sets "down" to the defender level will impair their ability to perform too much that they will be less fun to play.
  9. There's going to be one problem with the slider. The leader of the group is likely going to be the one that sets the slider. If they set it to whatever they want without caring about what their teammates want, then you could be in for insta-debt or cakewalk, depending on the setting. Insta-debt difficulty may be a way for mean players to get their kicks watching random teammates die (set difficulty high, start mission, drop group as soon as the first fight starts).

    Some kind of agreement system from the entire group on the slider setting will have to implemented to assure everyone agrees with the current difficulty setting. Otherwise you may get stuck with something way too hard or disgustingly easy because the leader felt like it.
  10. [ QUOTE ]
    But I just want to add for the record:

    I don't want to be able to mow done 12+ minions.

    I think soloing even a purple (+4) minion is unbalanced.

    Lieuts and Bosses should always be dangerous oponents, regardless of level. I should not be able to solo 2 orange Bosses without fear of death. 1 Boss should be a scary battle.

    Minions should be challenging but should slowly scale downwards as the hero gains more and more power. For every level higher in con, 1 or 2 minions should be subtracted from what the hero can deal with at a time.

    For example at level 40:
    6 white minions
    4 yellow minions
    2 orange minions
    1 red minion
    0 purple - better get friend bub... that's what grouping is all about.

    But please don't forcefeed me crap that minions are able to compete at 33% of a hero's capabilites when a hero is making leaps and bounds in personal growth and minions are still needing their mother's to wipe their noses (ie still have limited abilites).

    QF

    [/ QUOTE ]

    Careful about the 2 orange bosses wish. There are missions in a clue train that have 2 orange bosses at once in the teens. Many people want to solo those missions. It should be possible to solo two orange bosses, though not easily.

    As Statesman said, though, making more than 3 minions = 1 hero makes missions way overpopulated when group size increases. I do wish it was more than 3, just because you often see more in the comics. 3 is probably the best balance between performance and comic simulation.
  11. [ QUOTE ]
    [ QUOTE ]
    It is that you never become porportionately more powerful than your enemies. When this is the case, you lose the sense that you're becoming more powerful as you level up.

    That's the complaint. I don't care if I'm taking on Hellion grunts or Rikti grunts.

    [/ QUOTE ]

    Ah - therein lies the issue. Personally, I see the level 40 minion in a whole class than a level 5 minion. They're from other dimensions. They're equipped to the teeth with experimental weaponry. They're giant robots bristling with missiles.

    When you say "they're not different", it's straw man because I never said that the rank (i.e. minion) changes meaning over levels. To me, the difference is, and should be the level.

    [/ QUOTE ]

    I do see Statesman's point. You simply can't compare a level 40 minion to a level 5 minion just by making them the same level. Think about it from this perspective.

    Take that level 40 minion, reduce them to level 5 and drop them, otherwise unchanged, into Altas Park. Do you think a hero of level 5 could handle the powers that previously level 40 minion has? Alternatively, if you took that level 5 hero and propped him up to level 40, he would not be a challenge because he has no challenging powers.

    People complained about Shockers having Hurricane. Characters can't handle Hurricane on a pretty common enemy at the low level they were encountered. They complained enough that the power was switched to the boss mob instead, which is supposed to be tougher anyway. There are certain things that a low level hero can't deal with that a higher level can.

    So, it is really a problem with our point of view. The problem is the game currently supports the point of view that the players are used to. We're used to being able to take on higher cons as we get to SOs because the even cons are just too easy. We equate that to gaining power. Since missions don't spawn +3 and +4 stuff, they become way too easy. By fixing this, the game will be much better balanced overall.

    It will take time to shift our perspective over what we can handle now and what it will be then. There will be complaints. I do see that it will be better in the long run, though.