Blastblaze

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  1. http://boards.cityofheroes.com/showthread.php?t=275444

    That's a thread that I started on the very same combo that has gotten a couple of helpful responses. The second build is far superior to the first thanks to the commenter. Hope this aids you.
  2. Thanks for the suggestions. I didn't even spot my mistake with Kinetic Combat (obviously). Your thoughts made this much easier and produced a better build.

    Some notes:

    I dropped the Weapon Mastery pool for Body Mastery. Freed up some slots and gave me some excellent powers to deal with what has been an issue for me through the first 23 levels: endurance. I don't want to use anything flashier from among the ancillary pools because of concept, and I didn't see anything in the patron pools that warranted the 8 day investment that is side-switching both ways.

    I went with Combat Jumping over Maneuvers due to the endurance cost.

    Let me know what you think:

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Detective: Level 50 Mutation Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Ninjitsu
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Initial Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(37)
    Level 1: Hide -- LkGmblr-Rchg+(A)
    Level 2: Heavy Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(37)
    Level 4: Sweeping Cross -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(25)
    Level 6: Assassin's Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(37)
    Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 10: Ninja Reflexes -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(45)
    Level 12: Placate -- RechRdx-I(A), RechRdx-I(40)
    Level 14: Danger Sense -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(34)
    Level 16: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Spinning Strike -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(19), Det'tn-Dmg/Rchg(19), Det'tn-Dmg/Rng(23), Det'tn-Dmg/EndRdx/Rng(27)
    Level 20: Kuji-In Sha -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(36)
    Level 22: Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(46), C'ngImp-Dmg/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-EndRdx/Rchg(50), RctvArm-ResDam(50), RctvArm-EndRdx(50)
    Level 26: Shin Breaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(34)
    Level 28: Smoke Flash -- Acc-I(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42)
    Level 32: Crushing Uppercut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Blinding Powder -- Pplx-Acc/Rchg(A), Pplx-EndRdx/Conf(43), Pplx-Acc/EndRdx(43), Pplx-Conf/Rng(43), Pplx-Acc/Conf/Rchg(45), Pplx-Rchg/Conf(45)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Focused Accuracy -- EndRdx-I(A)
    Level 47: Physical Perfection -- Numna-Regen/Rcvry+(A)
    Level 49: Kuji-In Retsu -- RechRdx-I(A)
    Level 0: Invader
    Level 0: High Pain Threshold
    Level 0: Born In Battle
    Level 0: Marshal
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 1: Assassination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run



    Code:
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  3. Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Detective: Level 50 Mutation Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Weapon Mastery

    Villain Profile:
    Level 1: Heavy Blow
    • (A) Kinetic Combat - Accuracy/Damage
    • (15) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Kinetic Combat - Damage/Endurance
    • (33) Kinetic Combat - Damage/Recharge
    Level 1: Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Recharge
    Level 2: Sweeping Cross
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (3) Scirocco's Dervish - Damage/Endurance
    • (3) Scirocco's Dervish - Damage/Recharge
    • (5) Scirocco's Dervish - Accuracy/Recharge
    • (5) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 4: Ninja Reflexes
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense
    Level 6: Assassin's Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (29) Kinetic Combat - Damage/Endurance/Recharge
    Level 8: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 10: Danger Sense
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense
    Level 12: Placate
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 16: Kuji-In Rin
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Spinning Strike
    • (A) Detonation - Accuracy/Damage
    • (19) Detonation - Damage/Endurance
    • (19) Detonation - Damage/Recharge
    • (21) Detonation - Damage/Range
    • (21) Detonation - Accuracy/Damage/Endurance
    Level 20: Kuji-In Sha
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (34) Miracle - Heal/Endurance
    • (34) Miracle - Endurance/Recharge
    • (36) Miracle - Heal/Recharge
    • (36) Miracle - Heal/Endurance/Recharge
    • (36) Miracle - Heal
    Level 22: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (23) Luck of the Gambler - Defense
    Level 24: Caltrops
    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    Level 26: Shin Breaker
    • (A) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    Level 28: Smoke Flash
    • (A) Accuracy IO
    Level 30: Recall Friend
    • (A) Recharge Reduction IO
    Level 32: Crushing Uppercut
    • (A) Kinetic Combat - Accuracy/Damage
    • (33) Kinetic Combat - Damage/Endurance
    • (34) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    Level 35: Blinding Powder
    • (A) Cacophony - Accuracy/Recharge
    • (37) Cacophony - Endurance/Confused
    • (37) Cacophony - Accuracy/Endurance
    • (37) Cacophony - Confused/Range
    • (39) Cacophony - Accuracy/Confused/Recharge
    • (39) Cacophony - Chance of Damage(Energy)
    Level 38: Kuji-In Retsu
    • (A) Luck of the Gambler - Recharge Speed
    Level 41: Physical Perfection
    • (A) Miracle - +Recovery
    Level 44: Shuriken
    • (A) Thunderstrike - Accuracy/Damage
    • (45) Thunderstrike - Damage/Endurance
    • (45) Thunderstrike - Damage/Recharge
    • (45) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 47: Exploding Shuriken
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Stealth
    • (A) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (40) Numina's Convalescence - +Regeneration/+Recovery
    • (43) Numina's Convalescence - Endurance/Recharge
    • (43) Numina's Convalescence - Heal/Recharge
    • (43) Numina's Convalescence - Heal/Endurance/Recharge
    • (46) Numina's Convalescence - Heal
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (7) Performance Shifter - EndMod/Recharge
    • (29) Performance Shifter - EndMod/Accuracy
    Level 1: Assassination
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Damage/Endurance
    • (31) Kinetic Combat - Damage/Recharge
    • (33) Kinetic Combat - Knockdown Bonus
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3

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    Obviously the goal here is to soft cap all positional defenses, toward which I've come within .1 percent; however, it's heavily dependent upon slotting mediocre defensive powers for very minor gains. Perhaps I've over-complicated this build and there's a far easier way to achieve my goal. Let me know. Thanks!
  4. ---------------
    EVR Power Information
    ---------------
    Current Setting: {5C67A112-A4C9-483F-B4A7-1D473BECAFDC} (Quality)
    Quality Flags: 2576
    Enabled:
    Force throttling
    Allow half deinterlace
    Allow scaling
    Decode Power Usage: 100
    Balanced Flags: 1424
    Enabled:
    Force throttling
    Allow batching
    Force half deinterlace
    Force scaling
    Decode Power Usage: 50
    PowerFlags: 1424
    Enabled:
    Force throttling
    Allow batching
    Force half deinterlace
    Force scaling
    Decode Power Usage: 0
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  6. ------------------
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    ------------------

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    iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7600.16385
    DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7600.16385
    Microsoft TV Subtitles Decoder,0x00200001,1,0,MSTVCapn.dll,6.01.7600.1638 5
    Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7600.16385
    AVI Draw,0x00600064,9,1,quartz.dll,6.06.7600.16385
    RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll,
    Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7600.16 385
    WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7600.16385
    MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7600 .16385
    DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7600.16385
    SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7600.1 6385
    Null Renderer,0x00200000,1,0,qedit.dll,6.06.7600.16385
    MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7600.16385
    Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7600.1638 5
    StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.760 0.16385
    Smart Tee,0x00200000,1,2,qcap.dll,6.06.7600.16385
    Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7600.16385
    AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7600.1 6385
    NetBridge,0x00200000,2,0,netbridge.dll,6.01.7600.1 6385
    AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7600.16385
    Wave Parser,0x00400000,1,1,quartz.dll,6.06.7600.16385
    MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7600.16385
    Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7600.16385
  7. --------------
    System Devices
    --------------
    Name: LSI 1394 OHCI Compliant Host Controller
    Device ID: PCI\VEN_11C1&DEV_5901&SUBSYS_590011C1&REV_08\4&13D DE977&0&0070
    Driver: C:\Windows\system32\DRIVERS\1394ohci.sys, 6.01.7600.16385 (English), 7/13/2009 18:52:00, 163328 bytes

    Name: High Definition Audio Controller
    Device ID: PCI\VEN_10DE&DEV_0D94&SUBSYS_CB8910DE&REV_A2\3&33F D14CA&0&40
    Driver: C:\Windows\system32\DRIVERS\hdaudbus.sys, 6.01.7600.16385 (English), 7/13/2009 18:50:56, 108544 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D72&SUBSYS_00000000&REV_A1\3&33F D14CA&0&11
    Driver: n/a

    Name: PCI standard host CPU bridge
    Device ID: PCI\VEN_10DE&DEV_0D60&SUBSYS_00000000&REV_A1\3&33F D14CA&0&00
    Driver: n/a

    Name: Standard Enhanced PCI to USB Host Controller
    Device ID: PCI\VEN_10DE&DEV_0D9D&SUBSYS_CB8910DE&REV_A2\3&33F D14CA&0&31
    Driver: C:\Windows\system32\drivers\usbehci.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:14, 41472 bytes
    Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:15, 284160 bytes
    Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7600.16385 (English), 7/13/2009 18:52:09, 258560 bytes

    Name: Standard Dual Channel PCI IDE Controller
    Device ID: PCI\VEN_10DE&DEV_0D85&SUBSYS_CB89106B&REV_A2\3&33F D14CA&0&50
    Driver: C:\Windows\system32\DRIVERS\pciide.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:45, 12368 bytes
    Driver: C:\Windows\system32\DRIVERS\pciidex.sys, 6.01.7600.16385 (English), 7/13/2009 20:19:03, 42560 bytes
    Driver: C:\Windows\system32\DRIVERS\atapi.sys, 6.01.7600.16385 (English), 7/13/2009 20:26:15, 21584 bytes
    Driver: C:\Windows\system32\DRIVERS\ataport.sys, 6.01.7600.16385 (English), 7/13/2009 20:26:15, 133200 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D71&SUBSYS_00000000&REV_A1\3&33F D14CA&0&10
    Driver: n/a

    Name: NVIDIA GeForce 320M
    Device ID: PCI\VEN_10DE&DEV_08A0&SUBSYS_00C2106B&REV_A2\4&2B8 C7148&0&00B8
    Driver: C:\Program Files\NVIDIA Corporation\Drs\dbInstaller.exe, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 158312 bytes
    Driver: C:\Program Files\NVIDIA Corporation\Drs\nvdrsdb.bin, 1/7/2011 22:27:00, 281380 bytes
    Driver: C:\Windows\System32\DriverStore\FileRepository\nva o.inf_x86_neutral_18de6186bb236b48\NvCplSetupInt.e xe, 14.00.0000.0162 (English), 1/7/2011 22:27:00, 54247160 bytes
    Driver: C:\Program Files\NVIDIA Corporation\license.txt, 1/7/2011 22:27:00, 15511 bytes
    Driver: C:\Windows\system32\DRIVERS\nvBridge.kmd, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 10920 bytes
    Driver: C:\Windows\system32\DRIVERS\nvlddmkm.sys, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 10467656 bytes
    Driver: C:\Windows\system32\OpenCL.dll, 1.00.0000.0000 (English), 1/7/2011 22:27:00, 57960 bytes
    Driver: C:\Windows\system32\nvapi.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 1965672 bytes
    Driver: C:\Windows\system32\nvcompiler.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 13011560 bytes
    Driver: C:\Windows\system32\nvcuda.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 4941928 bytes
    Driver: C:\Windows\system32\nvcuvenc.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 2251368 bytes
    Driver: C:\Windows\system32\nvcuvid.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 2895976 bytes
    Driver: C:\Windows\system32\nvd3dum.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 10078312 bytes
    Driver: C:\Windows\system32\nvinfo.pb, 1/7/2011 22:27:00, 4756 bytes
    Driver: C:\Windows\system32\nvoglv32.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 15047272 bytes
    Driver: C:\Windows\system32\nvwgf2um.dll, 8.17.0012.6658 (English), 1/7/2011 22:27:00, 5653096 bytes
    Driver: C:\Windows\system32\nvdispco322090.dll, 2.00.0009.0000 (English), 1/7/2011 22:27:00, 941160 bytes
    Driver: C:\Windows\system32\nvgenco322040.dll, 2.00.0004.0000 (English), 1/7/2011 22:27:00, 837736 bytes

    Name: Standard Enhanced PCI to USB Host Controller
    Device ID: PCI\VEN_10DE&DEV_0D9D&SUBSYS_CB8910DE&REV_A2\3&33F D14CA&0&21
    Driver: C:\Windows\system32\drivers\usbehci.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:14, 41472 bytes
    Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:15, 284160 bytes
    Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7600.16385 (English), 7/13/2009 18:52:09, 258560 bytes

    Name: PCI standard ISA bridge
    Device ID: PCI\VEN_10DE&DEV_0D80&SUBSYS_CB89106B&REV_A2\3&33F D14CA&0&18
    Driver: C:\Windows\system32\DRIVERS\msisadrv.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:43, 13888 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D70&SUBSYS_00000000&REV_A1\3&33F D14CA&0&0B
    Driver: n/a

    Name: Standard OpenHCD USB Host Controller
    Device ID: PCI\VEN_10DE&DEV_0D9C&SUBSYS_CB8910DE&REV_A1\3&33F D14CA&0&30
    Driver: C:\Windows\system32\drivers\usbohci.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:14, 20480 bytes
    Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:15, 284160 bytes
    Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7600.16385 (English), 7/13/2009 18:52:09, 258560 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D7B&SUBSYS_00000000&REV_A1\3&33F D14CA&0&19
    Driver: n/a

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D6F&SUBSYS_00000000&REV_A1\3&33F D14CA&0&0A
    Driver: n/a

    Name: Standard OpenHCD USB Host Controller
    Device ID: PCI\VEN_10DE&DEV_0D9C&SUBSYS_CB8910DE&REV_A1\3&33F D14CA&0&20
    Driver: C:\Windows\system32\drivers\usbohci.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:14, 20480 bytes
    Driver: C:\Windows\system32\drivers\usbport.sys, 6.01.7600.16385 (English), 7/13/2009 18:51:15, 284160 bytes
    Driver: C:\Windows\system32\drivers\usbhub.sys, 6.01.7600.16385 (English), 7/13/2009 18:52:09, 258560 bytes

    Name: NVIDIA nForce System Management Controller
    Device ID: PCI\VEN_10DE&DEV_0D7A&SUBSYS_CB8910DE&REV_A1\3&33F D14CA&0&1C
    Driver: C:\Windows\system32\DRIVERS\nvsmu.sys, 5.10.2600.0207 (English), 3/23/2010 00:46:14, 18944 bytes
    Driver: C:\Program Files\NVIDIA Corporation\Uninstall\nvusmu.exe, 1.10.0057.0035 (English), 3/23/2010 00:46:14, 592488 bytes
    Driver: C:\Program Files\NVIDIA Corporation\Uninstall\nvsmu.nvu, 3/23/2010 00:46:14, 1541 bytes
    Driver: C:\Windows\system32\NVCOSMU.DLL, 1.09.0002.0087 (English), 3/23/2010 00:46:14, 219752 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D6E&SUBSYS_00000000&REV_A1\3&33F D14CA&0&09
    Driver: n/a

    Name: PCI Express standard Root Port
    Device ID: PCI\VEN_10DE&DEV_0D9B&SUBSYS_000010DE&REV_A1\3&33F D14CA&0&B0
    Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:45, 153680 bytes

    Name: NVIDIA nForce PCI System Management
    Device ID: PCI\VEN_10DE&DEV_0D79&SUBSYS_CB8910DE&REV_A1\3&33F D14CA&0&1A
    Driver: C:\Program Files\NVIDIA Corporation\Uninstall\nvusmb.exe, 1.10.0051.0029 (English), 3/23/2010 00:46:14, 592488 bytes
    Driver: C:\Program Files\NVIDIA Corporation\Uninstall\nvsmb.nvu, 3/23/2010 00:46:14, 2717 bytes
    Driver: C:\Windows\system32\NVCOSMB.DLL, 1.07.0008.0073 (English), 3/23/2010 00:46:14, 182888 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D6D&SUBSYS_00000000&REV_A1\3&33F D14CA&0&08
    Driver: n/a

    Name: Broadcom 802.11n Network Adapter
    Device ID: PCI\VEN_14E4&DEV_432B&SUBSYS_008D106B&REV_01\64C85 EFFFF93D8A200
    Driver: C:\Windows\system32\DRIVERS\BCMWL6.SYS, 5.60.0018.0008 (English), 3/22/2010 23:44:51, 2661368 bytes
    Driver: C:\Windows\system32\bcmihvsrv.dll, 5.60.0018.0008 (English), 3/22/2010 23:44:49, 3867936 bytes
    Driver: C:\Windows\system32\bcmihvui.dll, 5.60.0018.0008 (English), 3/22/2010 23:44:50, 3556640 bytes
    Driver: C:\Windows\system32\drivers\vwifibus.sys, 6.01.7600.16385 (English), 7/13/2009 18:52:02, 19968 bytes
    Driver: C:\Windows\system32\bcmwlcoi.dll, 5.60.0018.0008 (English), 3/22/2010 23:44:52, 91376 bytes

    Name: PCI Express standard Root Port
    Device ID: PCI\VEN_10DE&DEV_0D9B&SUBSYS_000010DE&REV_A1\3&33F D14CA&0&A8
    Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:45, 153680 bytes

    Name: PCI standard PCI-to-PCI bridge
    Device ID: PCI\VEN_10DE&DEV_0D76&SUBSYS_000010DE&REV_A1\3&33F D14CA&0&B8
    Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:45, 153680 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D69&SUBSYS_00000000&REV_A1\3&33F D14CA&0&1B
    Driver: n/a

    Name: Broadcom NetXtreme Gigabit Ethernet
    Device ID: PCI\VEN_14E4&DEV_1684&SUBSYS_168414E4&REV_10\C42C0 3FFFE19266500
    Driver: n/a

    Name: PCI Express standard Root Port
    Device ID: PCI\VEN_10DE&DEV_0D9A&SUBSYS_000010DE&REV_A1\3&33F D14CA&0&70
    Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.01.7600.16385 (English), 7/13/2009 20:20:45, 153680 bytes

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D75&SUBSYS_00000000&REV_A1\3&33F D14CA&0&58
    Driver: n/a

    Name: PCI standard RAM Controller
    Device ID: PCI\VEN_10DE&DEV_0D68&SUBSYS_00000000&REV_A1\3&33F D14CA&0&01
    Driver: n/a
  8. -------------
    Sound Devices
    -------------
    Description: Speakers (Cirrus Logic CS4206A (AB 13))
    Default Sound Playback: Yes
    Default Voice Playback: Yes
    Hardware ID: HDAUDIO\FUNC_01&VEN_1013&DEV_4206&SUBSYS_106B0D00& REV_1003
    Manufacturer ID: 1
    Product ID: 65535
    Type: WDM
    Driver Name: HdAudio.sys
    Driver Version: 6.01.7600.16385 (English)
    Driver Attributes: Final Retail
    WHQL Logo'd: Yes
    Date and Size: 7/13/2009 18:51:47, 304128 bytes
    Other Files:
    Driver Provider: Cirrus Logic, Inc.
    HW Accel Level: Basic
    Cap Flags: 0xF1F
    Min/Max Sample Rate: 100, 200000
    Static/Strm HW Mix Bufs: 1, 0
    Static/Strm HW 3D Bufs: 0, 0
    HW Memory: 0
    Voice Management: No
    EAX(tm) 2.0 Listen/Src: No, No
    I3DL2(tm) Listen/Src: No, No
    Sensaura(tm) ZoomFX(tm): No

    Description: Digital Audio (S/PDIF) (Cirrus Logic CS4206A (AB 13))
    Default Sound Playback: No
    Default Voice Playback: No
    Hardware ID: HDAUDIO\FUNC_01&VEN_1013&DEV_4206&SUBSYS_106B0D00& REV_1003
    Manufacturer ID: 1
    Product ID: 65535
    Type: WDM
    Driver Name: HdAudio.sys
    Driver Version: 6.01.7600.16385 (English)
    Driver Attributes: Final Retail
    WHQL Logo'd: Yes
    Date and Size: 7/13/2009 18:51:47, 304128 bytes
    Other Files:
    Driver Provider: Cirrus Logic, Inc.
    HW Accel Level: Basic
    Cap Flags: 0xF1F
    Min/Max Sample Rate: 100, 200000
    Static/Strm HW Mix Bufs: 1, 0
    Static/Strm HW 3D Bufs: 0, 0
    HW Memory: 0
    Voice Management: No
    EAX(tm) 2.0 Listen/Src: No, No
    I3DL2(tm) Listen/Src: No, No
    Sensaura(tm) ZoomFX(tm): No

    ---------------------
    Sound Capture Devices
    ---------------------
    Description: Microphone (Cirrus Logic CS4206A (AB 13))
    Default Sound Capture: Yes
    Default Voice Capture: Yes
    Driver Name: HdAudio.sys
    Driver Version: 6.01.7600.16385 (English)
    Driver Attributes: Final Retail
    Date and Size: 7/13/2009 18:51:47, 304128 bytes
    Cap Flags: 0x1
    Format Flags: 0xFFFFF

    -------------------
    DirectInput Devices
    -------------------
    Device Name: Mouse
    Attached: 1
    Controller ID: n/a
    Vendor/Product ID: n/a
    FF Driver: n/a

    Device Name: Keyboard
    Attached: 1
    Controller ID: n/a
    Vendor/Product ID: n/a
    FF Driver: n/a

    Device Name: Apple Keyboard
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x05AC, 0x0236
    FF Driver: n/a

    Device Name: Apple Multitouch
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x05AC, 0x0236
    FF Driver: n/a

    Device Name: Apple IR Receiver
    Attached: 1
    Controller ID: 0x0
    Vendor/Product ID: 0x05AC, 0x8242
    FF Driver: n/a

    Poll w/ Interrupt: No

    -----------
    USB Devices
    -----------
    + USB Root Hub
    | Vendor/Product ID: 0x10DE, 0x0D9C
    | Matching Device ID: usb\root_hub
    | Service: usbhub
    | Driver: usbhub.sys, 7/13/2009 18:52:09, 258560 bytes
    | Driver: usbd.sys, 7/13/2009 18:51:05, 5888 bytes
    |
    +-+ Generic USB Hub
    | | Vendor/Product ID: 0x0A5C, 0x4500
    | | Location: Port_#0006.Hub_#0003
    | | Matching Device ID: usb\class_09
    | | Service: usbhub
    | | Driver: usbhub.sys, 7/13/2009 18:52:09, 258560 bytes
    | |
    +-+ Apple IR Receiver
    | | Vendor/Product ID: 0x05AC, 0x8242
    | | Location: Port_#0005.Hub_#0003
    | | Matching Device ID: usb\vid_05ac&pid_8242
    | | Lower Filters: IRRemoteFlt
    | | Service: HidUsb
    | | Driver: IRFilter.sys, 10/15/2009 23:39:30, 16512 bytes
    | | Driver: hidusb.sys, 7/13/2009 18:51:04, 24064 bytes
    | | Driver: hidclass.sys, 7/13/2009 18:51:01, 55808 bytes
    | | Driver: hidparse.sys, 7/13/2009 18:51:00, 25728 bytes
    | | Driver: WdfCoInstaller01005.dll, 7/20/2010 05:38:24, 1416680 bytes
    | |
    | +-+ HID-compliant consumer control device
    | | | Vendor/Product ID: 0x05AC, 0x8242
    | | | Matching Device ID: hid_device_up:000c_u:0001

    ----------------
    Gameport Devices
    ----------------

    ------------
    PS/2 Devices
    ------------
    + HID Keyboard Device
    | Vendor/Product ID: 0x05AC, 0x0236
    | Matching Device ID: hid_device_system_keyboard
    | Service: kbdhid
    | Driver: kbdhid.sys, 7/13/2009 18:45:09, 28160 bytes
    | Driver: kbdclass.sys, 7/13/2009 20:20:36, 42576 bytes
    |
    + Terminal Server Keyboard Driver
    | Matching Device ID: root\rdp_kbd
    | Upper Filters: kbdclass
    | Service: TermDD
    | Driver: i8042prt.sys, 7/13/2009 18:11:24, 80896 bytes
    | Driver: kbdclass.sys, 7/13/2009 20:20:36, 42576 bytes
    |
    + HID-compliant mouse
    | Vendor/Product ID: 0x05AC, 0x0236
    | Matching Device ID: hid_device_system_mouse
    | Service: mouhid
    | Driver: mouhid.sys, 7/13/2009 18:45:08, 26112 bytes
    | Driver: mouclass.sys, 7/13/2009 20:20:44, 41552 bytes
    |
    + HID-compliant mouse
    | Vendor/Product ID: 0x05AC, 0x0236
    | Matching Device ID: hid_device_system_mouse
    | Service: mouhid
    | Driver: mouhid.sys, 7/13/2009 18:45:08, 26112 bytes
    | Driver: mouclass.sys, 7/13/2009 20:20:44, 41552 bytes
    |
    + Terminal Server Mouse Driver
    | Matching Device ID: root\rdp_mou
    | Upper Filters: mouclass
    | Service: TermDD
    | Driver: termdd.sys, 7/13/2009 20:19:10, 51776 bytes
    | Driver: sermouse.sys, 7/13/2009 18:45:08, 19968 bytes
    | Driver: mouclass.sys, 7/13/2009 20:20:44, 41552 bytes

    ------------------------
    Disk & DVD/CD-ROM Drives
    ------------------------
    Drive: C:
    Free Space: 22.4 GB
    Total Space: 46.7 GB
    File System: NTFS
    Model: Hitachi HTS545025B9SA02 ATA Device

    Drive: E:
    Free Space: 76.2 GB
    Total Space: 191.5 GB
    File System: HFS
    Model: Hitachi HTS545025B9SA02 ATA Device

    Drive: D:
    Model: MATSHITA DVD-R UJ-898 ATA Device
    Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7600.16385 (English), 7/13/2009 18:11:26, 108544 bytes
  9. Hey there,

    I am running a late 2010 Macbook Pro, but I use Windows 7 in Boot Camp to run CoH because it simply (used to) work so much better; however, lately, my install has been giving me a lot of trouble that I do not understand. I run fine solo, but if I am in a team, my load times increase exponentially, and I am often booted to the login screen while I wait for loading. How this should be team-related, I have no idea, but that is the only constant with these crashes. These issues do not manifest in OSX, but the graphical performance in Windows is much smoother, so I'd like to keep my CoH on this side if at all possible. Any help is appreciated!

    DXDiag to follow:

    ------------------
    System Information
    ------------------
    Time of this report: 3/15/2011, 01:46:26
    Machine name: CHARLIE-PC
    Operating System: Windows 7 Ultimate 32-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255)
    Language: English (Regional Setting: English)
    System Manufacturer: Apple Inc.
    System Model: MacBookPro7,1
    BIOS: Default System BIOS
    Processor: Intel(R) Core(TM)2 Duo CPU P8600 @ 2.40GHz (2 CPUs), ~2.4GHz
    Memory: 4096MB RAM
    Available OS Memory: 2806MB RAM
    Page File: 811MB used, 10186MB available
    Windows Dir: C:\Windows
    DirectX Version: DirectX 11
    DX Setup Parameters: Not found
    User DPI Setting: Using System DPI
    System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
    DxDiag Version: 6.01.7600.16385 32bit Unicode

    ------------
    DxDiag Notes
    ------------
    Display Tab 1: No problems found.
    Sound Tab 1: No problems found.
    Sound Tab 2: No problems found.
    Input Tab: No problems found.

    --------------------
    DirectX Debug Levels
    --------------------
    Direct3D: 0/4 (retail)
    DirectDraw: 0/4 (retail)
    DirectInput: 0/5 (retail)
    DirectMusic: 0/5 (retail)
    DirectPlay: 0/9 (retail)
    DirectSound: 0/5 (retail)
    DirectShow: 0/6 (retail)

    ---------------
    Display Devices
    ---------------
    Card name: NVIDIA GeForce 320M
    Manufacturer: NVIDIA
    Chip type: GeForce 320M
    DAC type: Integrated RAMDAC
    Device Key: Enum\PCI\VEN_10DE&DEV_08A0&SUBSYS_00C2106B&REV_A2
    Display Memory: 1398 MB
    Dedicated Memory: 251 MB
    Shared Memory: 1147 MB
    Current Mode: 1280 x 800 (32 bit) (60Hz)
    Monitor Name: Generic PnP Monitor
    Monitor Model: Color LCD
    Monitor Id: APP9CC7
    Native Mode: 1280 x 800(p) (60.223Hz)
    Output Type: Internal
    Driver Name: nvd3dum.dll,nvwgf2um.dll,nvwgf2um.dll
    Driver File Version: 8.17.0012.6658 (English)
    Driver Version: 8.17.12.6658
    DDI Version: 10.1
    Driver Model: WDDM 1.1
    Driver Attributes: Final Retail
    Driver Date/Size: 1/7/2011 22:27:00, 10078312 bytes
    WHQL Logo'd: Yes
    WHQL Date Stamp:
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    Revision ID: 0x00A2
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    Rank Of Driver: 00E60001
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    D3D9 Overlay: Supported
    DXVA-HD: Supported
    DDraw Status: Enabled
    D3D Status: Enabled
    AGP Status: Enabled
  10. Tried all that. Sadly, no dice. Guess I'm out of luck. Thanks for the help though! Wish the Mac client wasn't so finicky.
  11. How would one go about that?
  12. Hey there. I have tried everything I know how to do and I keep having this issue. Whenever I create the "data" folder in "/Applications/City of Heroes.app/Contents/Resources/transgaming/c_drive/coh" I get all kinds of graphical errors (missing textures, discoloration, even the black screen logging in). As soon as I rename or remove the "data" directory, everything returns to normal. I'd really like to keep using the map pack and icon packs though. Anyone have any idea on how to fix this?
  13. Hey, would you guys take a look at this post I-19 Build and let me know what you think, please? Thanks.


    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fireslam: Level 50 Science Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Villain Profile:
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(37), GA-3defTpProc(39)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(9)
    Level 6: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 8: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(11), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(43)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 12: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 14: Tough -- S'fstPrt-ResKB(A)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(39), S'fstPrt-ResDam/Def+(39)
    Level 18: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21), RechRdx-I(23)
    Level 20: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(29)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(46)
    Level 24: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 26: Stealth -- LkGmblr-Rchg+(A)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
    Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Melt Armor -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13), RgnTis-Regen+(36)
    Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15)
  14. Two things:

    1. City of Blasters was not only highly exaggerated, it also was confined to one BUGGED powerset. I've said it before, and I'll say it again: Is one intern misplacing one decimal point enough justification to constantly deny a hurting archetype attention it desperately needs?

    2. Nice work, Arcana. It must have taken quite a bit of work, putting that together. Being mathematically disinclined, I don't know the exact process, but I know you must have put effort into your analysis and it's appreciated.

    That said, Defiance, while working as intended, is still not thematically appropriate for Blasters, nor is it smart to attempt to use it. Fact is, if this bonus had been enough, someone would have noticed it long ago. As it stands, Defiance is one of the worst inherents in the game, bonus from 100% health or not.
  15. Snipe's are highly overrated. On every Blaster of mine, I would trade a snipe for a BIB-like power. Every single time. Used to, Snipes were something. This was when they could take a minion out of a fight without wasting 6 seconds of Aim/BU time. Now, they're situational at best.
  16. At least then people could get a chuckle or two when playing the set... then again, if you think about what it was and what it has become, you might get a chuckle or two, anyhow. Followed by tears.
  17. The Dark/Dark Corruptor

    The Dark/Dark Corruptor (henceforth referred to as the DDC) is a powerful villain. This is not due to amazing damage, which it doesn’t have. You’re getting a lot of control and safety. Therein lies the biggest advantage. You have accuracy debuffs on almost every power, as well as an AoE slow, potent cone fear, and enemy targeted accuracy/damage debuff.

    The purpose of this guide is to tell you what the DDC is and isn’t, as well as give you an overview of all the powers and the tricks that they can be used for. Lastly, I’ll show you my build and give you a quick summary of some of my strategies and play style.

    As a DDC, control and debuffs are priority. Sure, you have that nifty (and very potent) PBAoE heal, as well as Shadow Fall, which is one of the few powers in the game with Psionic resistance. That is not to mention the only AoE resurrect in the game. But your bread and butter includes powers such as Tenebrous Tentacles, Tar Patch, Darkest Night and Fearsome Stare. Hell, you even get a pet.

    You will not, as a DDC, awe people with damage on most occasions. You lack the power to take out big enemies, such as bosses with pure button mashing, though debuffs can turn them into helpless dartboards. However, large groups of minions will fall with ease to the combination of TT, FS, TP and Night Fall. You are not a healer. You have a very powerful heal, but it doesn’t always hit and has a small area of effect. You have that AoE resurrect, but it requires an enemy, just as Twilight Grasp does.

    In conclusion, you trade damage for a high rate of survivability and some nifty controls that other Corruptors won’t be getting. Not only that, you get to fling dark power around. How thematically awesome is that?

    Power Overview

    Here, I’ll try to give you an idea of what powers do and whether or not they are worth taking.

    Terms:

    ST – Single Target
    AoE – Area of Effect
    TAoE – Targeted Area of Effect
    PBAoE – Point Blank Area of Effect
    DOT – Damage Over Time

    Dark Blast

    The Dark primary is not very damage heavy. It lacks aim and the ability to build any semblance of an ST attack chain. Not only that, much of the damage is DOT.

    Dark Blast-

    Dark Blast is the first ST attack you’ll receive, and you’re going to want it before long. It is an excellent scourging tool, some nice single target damage that doesn’t cost too much, and quick recharging.

    Recommendation: Take it early, slot it soon, love it lots.
    Slotting: 3 DAM/1 ACC

    Gloom-

    Gloom is some hefty damage. Unfortunately, it’s DOT. All the same, it is a power worth having.

    Recommendation: Take it at level one. Just do it.
    Slotting: 3 DAM/1 ACC

    Moonbeam-

    Snipes are always the topic of debate. I love them, and others hate them. In most cases, getting a snipe is a matter of opinion. This isn’t, in my opinion, a replacement for either of the other ST attacks, as some will say.

    Recommendation: It’s a snipe. If you normally like snipes, take it. If you don’t, why is this any different?
    Slotting: 3 DAM/1 ACC/ Possible 1-2 IntRed if you have the slots

    Dark Pit-

    I hate this power. I despise it with every fiber of my being. You will not get an unbiased description of this from me, no matter what. Avoid it like the plague. Run!

    Now that I got that out of my system, let’s talk about Dark Pit. Dark Pit is an AoE disorient that lasts less that 10 seconds, has an innate accuracy penalty, and only works on minions. Now do you see why I hate it so?

    Recommendation: Hide your babies, and run for your sanity. Avoid, avoid, avoid.
    Slotting: If you must, 2-3 ACC/2-3 Disorient

    Tenebrous Tentacles-

    Tenebrous Tentacles will be part of what makes you into the aforementioned large-minion-group-killer. The cone is very wide, but quite shallow. The damage is about equal to one Dark Blast, but against an entire group, and DOT. Its immobilize will snare minions and lieutenants, and be recharged before it wears off. It also bears mentioning that this power is your only power that does any damage type other than negative energy. Its first tic is smashing damage.

    Recommendation: This is a very nifty control power, and it’s hand for dispatching minions. Get it.
    Slotting: 3 DAM/1ACC/1 Range

    Night Fall-

    Night Fall is another part of your minion killing ability. With TT, NF, and Tar Patch, you’ll be dispatching groups of minions with ease. IT, also, does about the same damage as a single Dark Blast, but to multiple targets in a long, but narrow, cone.

    Recommendation: Get it at 12, and enjoy.
    Slotting: 3 DAM/1 ACC

    Torrent-

    Let me begin by saying that Torrent does little damage. If you get it, it will be for its hefty knockback component, which translates into control. I don’t like the power personally, but many swear by it.

    Recommendation: If you find yourself in need of a power that can push folks around, get it. I don’t like it. You might.
    Slotting: 1 ACC

    Life Drain-

    Life Drain is a good idea gone badly. It deals about the same damage as Dark Blast, but with a much heftier endurance cost and a small heal. If DM wasn’t your secondary, a self heal would be handy. As it stands, Life Drain has a heal that does little good without slotting and is highly redundant.

    Recommendation: If you go with a secondary without a self heal or just feel like having another, pick it up. Be warned: it will need slots.
    Slotting: 3 Heal/1 ACC

    Blackstar-

    Some people dislike Blackstar. I don’t understand them. Coming from a Blaster mentality, which I have, nukes are fun. Sure, the endurance fallout is unfortunate, and counter productive to DM’s toggle debuffs. But, let’s face it; Blackstar is pure, unadulterated fun. There are some fun combos that I’ll go into later, but for now, suffice to say, I am addicted to the nuke.

    Recommendation: Some like nukes, others don’t. I fall into the former category, so I say go for it. If you think a power slot is better spent elsewhere, feel free to try it out.
    Slotting: 3 DAM/3 RECRED (It has an inherent ACC bonus in the area of +40%.)

    Dark Miasma

    Dark Miasma meshes excellently with Dark Blast, as well as providing some awesome powers.

    Twilight Grasp-

    The upside is that this is an awesome PBAoE heal. The downside is that it requires a to-hit check. You drain a small amount of endurance from an enemy and transfer it in the form of HP to yourself and any allies near you. It also debuffs the damage, accuracy, and regeneration rate of the enemy you hit.

    Recommendation: You have to get it at level 1. It’s required. I’d take it even if it weren’t.
    Slotting: 1-2 ACC/3 Heal

    Tar Patch-

    This is a TAoE slow that also debuffs enemy resistance. This has the effect of making your attacks hit harder. As I said earlier, if you toss out TP, then TT baddies into place, you can rip them to shreds with NF.

    Recommendation: Get it. Just do it. Trust me.
    Slotting: 3 recharges make this baby permanent. If you want to add a slow enhancement or two, be my guest.

    Darkest Night-

    This is a toggled TAoE debuff to enemy accuracy and damage. They hit less often, for less damage. The downside is that the enemy you anchor it on will inevitably die first. Either way, this power is amazing, though you find yourself saving it for bosses and higher later on.

    Recommendation: The endurance cost is huge. I saved it until after I had Stamina, because I had endurance problems as is. If you’re determined to get it sooner, do so, but know that it will drain your endurance quickly.
    Slotting: 3 To-hit Debuffs/1-2 ENDRED

    Howling Twilight-

    This is a PBAoE resurrect. Unfortunately, you need an enemy to use it, and, if everyone dies far apart, you’ll need to pick and choose or TP them together. Luckily, it doesn’t require a to-hit check. Also, it serves as a small disorient, and, coupled with Dark Pit (Arg!), can stun bosses.

    Recommendation: You have more important powers to take, but I’d recommend getting it eventually.
    Slotting: 1 RECRED

    Shadow Fall-

    Shadow Fall is a toggle PBAoE stealth power that also grants resistance to Psionic, energy, and negative energy damage. Very handy. It also has a small defense bonus, but that’s hardly worth mentioning.

    Recommendation: I saved this for after Stamina, as well, and I would recommend that you do the same.
    Slotting: 3 Resistance/1-2 ENDRED

    Fearsome Stare-

    Fearsome Stare is a fear power with a huge cone. It used to suck. Then, fear got good. As it stands, this causes enemies to stop and cower in place, unless attacked, in which case they have the chance to attack back once or run. Now, you may say that this is counter productive to the Dark primary’s DOT cones. Wrong! It debuffs accuracy hugely. With this, TT, and NF, you’re going to find yourself getting hit drastically less. It works on almost all minions and lieutenants, and even some bosses, with a single application.

    Recommendation: You know how I keep saving powers for after Stamina? Not this one. It comes at 20, the same level as Stamina, and I will wholeheartedly say to get it then.
    Slotting: 2 ACC/2 Fear Duration/2 RECRED.

    Petrifying Gaze-

    PetGaze used to be a whole lot better than it is now. Currently, it holds minions and lieutenants for about 8 seconds. Now, it isn’t all bad, and with some slots, it is actually quite good. Its true value lies in the ability to stack it with Dark Servant’s PetGaze, allowing you to lock down bosses.

    Recommendation: I’m partial to this power. I rather like it, despite its shortcomings. That said, I would say that you should try it, with slots, before knocking it.
    Slotting: 1-2 ACC/2 HoldDur/2 RECRED

    Black Hole-

    Black Hole is the sole dud of the DM power set. It is a TAoE that makes enemies intangible for a while. Honestly, it might make a good panic button. That’s about it.

    Recommendation: If you take this power, I have failed you.
    Slotting: I don’t know if any amount if slots can make this power good.

    Dark Servant-

    Dark Servant makes you special. You get a pet. This pet will be your constant companion. It deals little damage, but that’s not what it’s for. It’s for debuffing and the occasional heal. DS has 5 powers: Twilight Grasp, a toned down Tenebrous Tentacles, Petrifying Gaze, a single target version of Darkest Night, and a PBAoE aura that debuffs accuracy amazingly. The only true down sides are that he has to be re-summoned every four minutes and suffers from a major case of stupidity.

    Recommendation: I really, really like Dark Servant. It’s definitely worth waiting until 38. Get it then.
    Slotting: There are many, many opinions about the slotting of DS. I fall into the category of those that slot for all-around goodness: 1 ACC/2 Heal/3 To-hit debuff. Others would say slot for one aspect: Either heals or debuffs. The last group would say that he’s useful enough at the default slot. It’s true, but slotting makes him even better. I would like to make sire you know one thing, though: Slotting for damage isn’t worth it.

    Travel Powers

    Disclaimer: Travel power is always a matter of what you like best.

    Flight- I took flight for concept reasons, and coolness. It bears mentioning that Group Fly works with Dark Servant.

    Teleportation- Recall friend allows you to move DS into positions that he’ll be useful in, as well as allowing you to gather for a group rez. Team Teleport also works with DS.

    Speed- People swear by Hasten. I, personally, haven’t needed it and don’t want it. It’s ugly, and the glows of SS and Hasten don’t fit my concept.

    Leaping- Leaping has some great powers, but not many of them are useful for the DDC. Sure, CJ and Acrobatics offer the only mezpro you’ll get, but that doesn’t justify breaking concept in my opinion.

    Pools

    Fitness- Fitness makes life as a DDC much easier. Get it for stamina, and 3 slot that power. ASAP. Otherwise, you’ll have major endurance usage issues.

    Fighting- You most likely will not be entering melee, and you have endurance problems enough without tough or weave.

    Medicine- Medicine is a good pool, but redundant with TG and HT.

    Presence- The only usefulness I can see in this pool is stacking fears.

    Concealment- You already have Shadow Fall. If you want full invisibility and intangibility, go ahead and get this, though.

    Leadership- As I said before, you have endurance problems aplenty without adding more.

    Useful Combos and Unorthodox Usage

    Tar Patch + Tenebrous Tentacles + Night Fall + Blackstar-

    This combo garuntees that any minions and a good number of lieutenants in the AoE of Blackstar are not long for this world.

    Tar Patch + Tenebrous Tentacles + Night Fall + Fearsome Stare-

    This has been mentioned vaguely before, but I’ll go into detail here. What you want is to fear a group of minions/lieutenants, and then drop TP. Afterwards, use TT and go to town with Night Fall. This will completely obliterate anyone unfortunate enough to be in your way. Rinse and repeat.

    Darkest Night as a herding tool-

    Herding isn’t dead. This can safely be used on several groups of even cons at once. The best thing to do is to fly towards the back of the map, activate DN, and drag affected groups. Use Tar Patch to bottleneck them at a door or around a corner somewhere. Then, go to town with the above combo, or, better yet, Blackstar.

    Note: This requires practice, and doesn’t work on all enemies.

    Dark Pit + Howling Twilight-

    If you absolutely must take Dark Pit, it can be used with Howling Twilight to disorient groups of enemies, including bosses.

    Recall Friend + Dark Servant

    Recall friend can be used to teleport DS around, allowing him to take alpha strikes for you. Pretty straightforward.

    My Build

    This build probably won’t work for everyone, but I find that I can use it to great effect. Ignore slot levels, as this is a respec build.

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    Level: 41
    Archetype: Corruptor
    Primary: Dark Blast
    Secondary: Dark Miasma
    ---------------------------------------------
    01) --> Gloom==> Dmg(1)Dmg(3)Dmg(3)Acc(11)
    01) --> Twilight Grasp==> Acc(1)Heal(9)Heal(9)Heal(11)
    02) --> Dark Blast==> Dmg(2)Dmg(5)Dmg(5)Acc(13)
    04) --> Tar Patch==> Rechg(4)Rechg(7)Rechg(7)
    06) --> Moonbeam==> Dmg(6)Dmg(13)Dmg(15)Acc(15)
    08) --> Tenebrous Tentacles==> Dmg(8)Dmg(17)Dmg(17)Acc(19)Range(19)
    10) --> Hover==> EndRdx(10)
    12) --> Night Fall==> Dmg(12)Dmg(21)Dmg(21)Acc(23)
    14) --> Fly==> EndRdx(14)
    16) --> Swift==> Run(16)
    18) --> Health==> Heal(18)
    20) --> Fearsome Stare==> Acc(20)Acc(23)Rechg(25)Rechg(25)Fear(27)Fear(27)
    22) --> Stamina==> EndMod(22)EndMod(29)EndMod(29)
    24) --> Darkest Night==> EndRdx(24)TH_DeBuf(31)TH_DeBuf(31)TH_DeBuf(31)
    26) --> Shadow Fall==> EndRdx(26)DmgRes(33)DmgRes(33)DmgRes(33)
    28) --> Petrifying Gaze==> Acc(28)Acc(36)Hold(37)Hold(37)Rechg(37)Rechg(40)
    30) --> Howling Twilight==> Rechg(30)
    32) --> Blackstar==> Dmg(32)Dmg(34)Dmg(34)Rechg(34)Rechg(36)Rechg(36)
    35) --> Recall Friend==> Rechg(35)
    38) --> Dark Servant==> Acc(38)Heal(39)Heal(39)TH_DeBuf(39)TH_DeBuf(40)TH_DeBuf(40)
    ---------------------------------------------
    01) --> Power Slide==> Empty(1)
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Scourge==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------
  18. I didn't see the note for casts (such as burn and rain powers) being buffable now, so maybe they both just got left off. Of course, I still have a 51 hour download to go, so I can't test either.
  19. [ QUOTE ]
    Nope, not changed.

    [/ QUOTE ]

    I think I love you.
  20. OK, I've had a few days, and here's some ideas I came up with.

    General Primaries

    - Standardize Range:

    This would have all single target ranged attacks other than Snipe standardized at 60'. The goal would be to give Blasters the chance to attack from range regularly. As it stands, most sets have to start at the range of their longer attacks and move in, eventually to melee. The changing of some powers, such as Power Burst, would hopefully change this for some sets.

    - Change all PBAoE to targeted AoE:

    The purpose here would be to allow some sets to have better AoE chains, as well as help the Blaster that wished to stay at range do so. All nukes would be made like Thunderous Blast . This would also be an indirect buff to Electric, giving it more powerful ranged AoE, in the form of Short Circuit.

    - Reduce animation times for single target attacks:

    The reason Ice is so feared in PvP, other than its holds, is its very quick damage delivery. Speeding up animations, in my opinion, would increase the benefits of range by dealing with rooting, allowing the Blaster to stay on the move.

    - Lower recharge of single target attacks:

    This would be hand-in-hand with the animation time decrease. The goal would be to give the Blaster enough ranged attacks with short recharges to allow the chaining of blasts.

    - Carry unresistable to PvE:

    This would help AR/Archery considerably, as well as assisting Energy. The goal would be to help the Blaster sets that are highly resisted. If this were overpowered on other sets, this could applied to AR/Archery only as armor piercing rounds.

    General Secondaries

    - Replace the most useless power in each scondary with:

    Burst

    Duration - 15
    Recharge - 60

    Burst sends a jolt of energy through your system, freeing you from status effects and protecing you from them for a short time.

    Basically a Break Free on a timer. Replace Burst/Energy with element/secondary specific terms.

    - Move Build Up to be open at level 4 for all secondaries.

    Fire:

    - Make Blazing Aura a ranged enemy toggle. Raise endurance cost to compensate for the rise in utility. (Pilcrow)

    - Add a single Fire Imp at level 35 or 38. Lower any control aspects it may have and raise its damage slighty to compensate. Put it on a 505/240 timer, so that it can be made permanant with six recharge enhancements under ED. (Pilcrow)

    Devices:

    - Add a small (>15%) -resistance to Caltrops. This would help raise the utility of the secondary many believe made weak by ED, as well as help its most common primaries, AR/Archery, greatly. This could be explained as the small needles injecting subtle toxins into the blood stream of enemies on the 'trops.

    - Put Auto Turret on wheels. Lower its HP to compensate.

    - Make CD better than stealth. Give it a larger -perception, making the user near invisible. Lower its recharge and endurance cost.

    - Give Taser either range or a higher mag.

    - Give targeting drone a small damage bonus (20% > 30%), hopefully making up for the lack of build-up.

    - Make Time Bomb destructable before the timer finishes.

    - Lower the animation and interrupt times for Time Bomb and Trip Mine.

    Ice:

    - Move Ice Sword to level 2, remove Forzen Fists, put Build Up at level 4, and add Greater Ice Sword in FF's place at a higher level.

    - Make Ice Patch ranged, similar to Caltrops.

    Energy:

    -Leave as is, except perhaps adding Burst, the break free on a timer.

    Electricity:

    - Make Lightning Field a ranged enemy toggle. Raise endurance cost slightly to compensate for the rise in utility. (Pilcrow)

    There you have it. Enjoy, and tell me what you think.
  21. Here's some ideas:

    1. Replace the most useless power in each scondary with:

    Burst

    Duration - 15
    Recharge - 60

    Burst sends a jolt of energy through your system, freeing you from status effects and protecing you from them for a short time.

    Basically a Break Free on a timer. Replace Burst/Energy with element/secondary specific terms.

    2. Turn Lightning Field/Blalazing Aura into enemy based damage toggles. (Great idea, Pilcrow. Repeating it here so it isn't forgotten.)

    3. Standardize Range:

    Make all Primary attacks (other than Snipes) have the same (60'?) range. This is including Blaze-like attacks. What this does is allow the Blaster to actually attack at range, instead of starting with the longest rnage attack and eventually moving into 20'-melee range. This will not hurt Blappers in anyway.

    4. This is a newly formed idea, so give me some leverage. A new inherent. No nifty name in mind, just the effect.

    +Defense at range (capped at 60' to prevent exploits)
    +Damage at melee

    What this does is facilitate "risk vs. reward". You risk much less by being at range, but you recieve a reward for being in melee. This way, Blappers don't get screwed. It couldn't be outrageous numbers. Maybe capped at 50% damage and 20% defense.

    5. Add a single Fire Imp to /Fire. Brilliant!

    6. +Damage to TD. Ingenius!

    7. Give each secondary a Defense and/or resistance aura/auto against their damage type. Energy gets energy defense, fire gets fire defense, ect. You could add this to existing powers.

    I have more ideas, but I gotta go. Advice/critiques welcome.
  22. Also, I bugged this, but I'll post it here. The the Longbow Warden KO Blow seems to have some range attached. I managed to recreate it 3 times out of 3. I don't think they were doing it while I was close, or jousting, as it were. Anyhow, just have a look. I may be wrong, but it doesn't seem like it.
  23. We could threaten him. Our threats wouldn't even have to be empty.
  24. I don't remeber anything about the Corruptor Rep other than the fact that he royally sucked. Nothing like Castle or Jonyu.