Bohmfalk

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  1. Bohmfalk

    what ?

    Quote:
    Originally Posted by Dark_Impact View Post
    A related item that I find infinitely more annoying, is trying to read mission text while on a team/TF. It too resets every time somebody enters the mission. I don't group a whole lot, and there are many TFs I haven't done, so when I do get around to one, I want to soak up all the fluff. I either have to read it fast before anybody reaches the mission, or wait til everybody is inside and then read while everybody else is defeating opponents.
    Lead the tfs. Then you'll have all the time in the world to read everything.
  2. Bohmfalk

    what ?

    This one time, I was coloring in my Ninja Turtles coloring book, I looked away for TWO SECONDS, and my marker was gone! It was a very nice red, too! Raphael had to have a pink mask-thing that day....
  3. Quote:
    Originally Posted by Kheldarn View Post
    Except, as I've said before, those don't tell you if the account with 12 months of Vet Badges is a 2nd (or 3rd+) account of someone who has been playing for 72+ months or not.

    My second account is coming up on 42 months next month, while my main account is set to hit 66 months in March. If you had checked Vet Badges when I first started my second account, you would have seen 0 months, even though my main was sitting at 24 months. (Provided that the Vet Rewards had already started at that time, which I don' think they had...).
    Personally, I use a person's vet badge count to determine what I need or don't need to tell them when teaming. I also understand that the person could be using a brand newny second account, or that this 72-month vet could be a little brother or someone who just bought the account. It's not a perfect judgment tool, but it works well enough.

    In regards to the OP, I think that it is perfectly fair to leave the badges the way they are. They were created this way, and that's how it's always been. Personally, I know I'll never have year 1, 2, vill anniv, or 5th column, and I'm fine with that. I just make sure I log in to all the new date-relative content, and don't consider those that I've missed as something that I'll ever get. Would I complain if they made it so that all is accessible to me? Of course not (with the exception of vet badges), since I'd just be getting more badges. But I feel that those who have been on for the entire 7 years and have all the badges would have just as much right to complain as all those who are doing so now.
  4. In response to the idea of everyone starting from scratch? I'm all for it! I think it would be good for the devs to allow those who have old-school bases keep them, just close them off to new builders. Basing bases off of the AE mechanism would be awesome. I can just envision my main room leading off one way to my tech area, while in the other direction is the tunnel leading to the huge cave-ish thing. They could make the base item unlockable stuff like the AE/merit/vanguard system, with Prestige unlocking various items such as teleporters, a vanguard/RWZ porter, recipe tables, etc.

    IMO, the base should be able to do just about everything that can be done outside of the base, from having a tailor shop to a WW link. For a price. The only things that shouldn't be allowed are contacts that you don't have a phone for yet, trainers, and a small number of other things that wouldn't quite make sense. This would encourage team/community play, which is what the game was built for, and would make the base system, well, AWESOME!

    And for the person who mentioned making the bases related to a specific in-game door, that wouldn't be a bad idea, so long as they kept the base tpers. I would love to be at Atlas, and run to the same door every time in order to get into my base. They could just throw in a backstory/description that behind that door is a hallway that leads to a few different bases, so that they don't have to worry about people complaining that a different SG uses the same door.
  5. Quote:
    Originally Posted by MrHassenpheffer View Post
    I counted.

    Salvage racks used to hold 2500 items, showed as 999.

    Back when WW first hit I remember seeing alot of the base salvage on the market, salvage racks still held 2500. I did see price flipping going on, but at the same time, I didn't depend on the market for base salvage. I had plenty of active sg members dumping off junk that rapidly filled those racks. crafting, storing salvage for the empowerment buffs worked quite well.

    Hording wasn't a problem, or, at least... salvage dropped so often it didn't seem like one.

    It would be nice to go to that number again, or just a number that is NOT 30.

    It would also be nice to tie all storage into all crafting tables and empowerment buff stations or be able to chose which ones to assign for sheer convenience.
    Personally, I don't think that allowing more salvage (and recipes too!) to be held in the racks would break the bank. I think that this would actually drop some of the outrageous prices a bit. With people holding more salvage in their base, there is going to be less demand for he salvage on WW, which will force prices down. No more of one person buying up every single piece of something on the market, then selling for jacked-up prices, that end up getting met by those who don't feel like waiting. Instead, people will take an extra look through their base inventory, or ask a buddy, and get what they're looking for without going bankrupt to create a single enhancement.
  6. If what I've heard is correct, the Devs are currently looking into making SGs open to all factions. If that happens, then a good third of all bases out there will become completely useless, seeing as how many have a SG and a VG for their coresponding servers. I know I do. I think that it would be great to have the ability to coalition with the opposing faction, opening up travel for both sides.

    I use my base for storage and travel, mostly. I have med bays, but I NEVER use them anymore. And I use my tpers maybe once a week, to get to those hard-to-reach places, and that's it. They may not be obsolete yet, but they're on the fast-track to nowhere'sville.
  7. Quote:
    Originally Posted by StarAdder View Post
    So we did it on Freedom this morning and I fraps'ed part of it. Didnt get the inside or a SS of complete, was laggin hardcore... BUT here is what i got. Its the buffing we went thru and the amount of pets you need


    http://www.youtube.com/watch?v=niKi89c0_zE

    It was done in 13 seconds
    Cool, I'm going to have to go in and try that again soon.
  8. Quote:
    Originally Posted by Master-Blade View Post
    As of when? They still worked for us the other day at least. I don't recall any maintenance period since then. Whether or not such a patch is on the Test server and about to go live.. I really don't know.

    Edit:
    Most recent Patch Notes (on Test 1/4/11)

    I don't see anything related to the Incarnate TFs there.
    Thanks much! Off to Warburg!
  9. Can anyone verify or debunk the rumor that nukes have been turned off for the Apex and Tin Mage tfs?
  10. So could you let the timer run, kill the ambushes, and then spawn him? Or do the ambushes keep coming?
  11. Do you have to click all the glowies in order for 11 to show up, or does he show up when the timer runs out? I'm thinking that it would be easier to not ever worry about those and assemble at his spawn point, ready to take him out.
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    Endurance isn't going to be the problem.

    He has no defense to speak of outside of Shadow Meld and Moment of Glory. An AV can and WILL flatten you before you can react with a heal if you have no consistent defense. Marauder, for example, hits like a truck if you don't have any resistance to his attacks, and even with Resilience and Tough he'll still be hitting really hard. If he hits with 2 attacks back to back before you can hit a heal (or when your heals aren't up) you're going to be toast.

    You only have a 50% up time on Shadow Meld, and much less than that on MoG. That's going to equal 30 seconds or so out of every minute that AV gets to hit you more or less at will. In all likelyhood, that AV will land a lethal combination in a gap when you have little defense and none of your heals are up. You'll probably pull it off eventually, with enough persistence, but don't expect to go out and start stomping AVs on your first try at them.

    And don't even TRY the Psionic using AVs, they will slaughter you. MoG gives no Psionic defense, and that 50% uptime on Shadow Meld is not going to help you against them....because all those psionic hits that will be coming in while it's down will be slowing the bejeezus out of you. With the recharge slows (that /Regen is VERY vulnerable to) that Psi users crank out, it will be a short fight, and not in your favor.
    Do you know how much defense a good AV-hunter needs? And what type of def should be focused on, or should it be all around def?
  13. Quote:
    Originally Posted by Pet77 View Post
    Why is Swipe taken instead of Strike? (swipe is minor damage)

    Since I never use either, it doesn't really matter to me which is taken, it's just a placeholder for sets.

    Quote:
    What's Shadow Mold, I never saw it in Mid's Hero Designer Program?
    It's Shadow Meld, a power from Soul Mastery. Gives like 30% def for a short period.
  14. Quote:
    Originally Posted by AWRocketman View Post
    Similar to what I have now - about 155% with Hasten going.
    I mean recovery, not recharge :-)
  15. Quote:
    Originally Posted by AWRocketman View Post
    My gut tells me you'll have endurance issues in a protracted fight. I was running Weave, Tough, Integration and Maneuvers with two-slotted Stamina and Quick Recovery. I had to add in a third slot in each for the Performance Shifter +end proc.
    I'll look into that. Do you remember how much global +rec bonuses you had at the time?
  16. Here's what I'm thinking may be my complete build, unless there's anything else that jumps out at me. Slotting for uncho rech with SM for def. With my uncommon alpha slot, 1-slotted hasten has it just under perma, when rare comes out, it will jump to perma.

    Out of curiosity, could any of you veteran AV-hunters take a look and let me know if this has the makings of an AV-soloer? I don't have much experience in that department, and I'm not really sure what that would take.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(40)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(13), Achilles-ResDeb%(34)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5)
    Level 6: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(15), Panac-Heal(17)
    Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg(17), Hectmb-Dam%(19)
    Level 10: Dull Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(11), RgnTis-Heal/Rchg(11), RgnTis-Heal/EndRdx/Rchg(19), RgnTis-Regen+(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Integration -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(25), Panac-Heal/Rchg(25), Panac-Heal(27), Panac-Heal/+End(27), Panac-Heal/EndRedux/Rchg(45)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg(31), Apoc-Dam%(31)
    Level 20: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34)
    Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dam%(37), FotG-ResDeb%(37)
    Level 28: Instant Healing -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(37), Panac-Heal/Rchg(39), Panac-Heal/EndRedux/Rchg(39), Panac-Heal(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(33)
    Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42)
    Level 35: Hasten -- RechRdx-I(A)
    Level 38: Moment of Glory -- RechRdx-I(A), LkGmblr-Rchg+(43)
    Level 41: Dark Blast -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(45), HO:Membr(46)
    Level 47: Soul Storm -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- P'ngS'Fest-Stun%(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(23)
    Level 2: Stamina -- P'Shift-End%(A)
  17. Bohmfalk

    Perma Hasten

    Wow, so if I get this build I'm working on set up (with just over 140% rech), then the uncommon spiritual boost (11% unaffected by ED) puts me at just below perma hasten, while rare (22.5% unaffected) will put me over the top with hasten 1-slotted. Awesome.
  18. Bohmfalk

    Perma Hasten

    Quote:
    Originally Posted by Nicro View Post
    450s/(1+x) = 120s, x = 2.75 so you need 275% recharge.

    Hasten provides 70% and slotting gets you around 95% so you're looking at roughly 110% global recharge to make it permanent.
    Thanks much-o.
  19. Bohmfalk

    Perma Hasten

    Does anyone know how much global rech is needed in order to obtain perma hasten at 0-3 rech slots?
  20. If I were able to make SM perma, is it good enough to render MoG pretty much useless? Or is SM not as great against AVs and such?
  21. Quote:
    Originally Posted by Chaos Creator View Post
    Here's my thread when I was building one, never actually bothered doing it.With SM up this build has less than a percent from soft capped def. SM is down for 10 seconds.

    Play around with that if you like.

    http://boards.cityofheroes.com/showthread.php?t=233537

    This is PRE-i19 so there is a lot to improve. Not the least of which is that Glad Fury proc is NOT cheap anymore.
    That's a pretty good looking build. A couple things I noticed in comparison to my current build is that you have about 40% less rech, a couple less def, and less acc, while 40% more regen, 20% more rec. That one is pretty much up to player preference. I made a couple adjustments, and now have an enzyme next to weave and man, plus a membrane on SM. I kept one LotG rech and a LotG def for the 10% regen bonus, which I'm capped at with the 4 panacea's.

    That Glad proc looks like a great idea, especially since I happen to use evisc a lot. I also notice you don't have any travel power, which I don't think I'd be able to do. But that, again, is all up to player preference. Of course, with inherent fitness, there's of course a lot you can do.

    Looking at what I have right now, I'm wondering if it would be better for me to drop one or two panacea's for doc's wounds or something else with +heal.
  22. Hmm....maybe I'll take the slots off of brawl and add them to cj, weave, man, and sm, for the extra def. That would get me a bit more def, with only 5% less rech.
  23. Quote:
    Originally Posted by AWRocketman View Post
    - I'm not sure that Perma-Hasten is really necessary. I'm close to Perma and it works perfectly fiine .
    As I said before, I'm going for total rech, and I'd just rather have perma hasten. I'd like perma anything, for that matter.

    Quote:
    - You will want to slot defense in Maneuvers and Weave to get you to the point where Shadow Meld takes you above the soft cap.
    If I can move a few slots around, I'll try for it.

    Quote:
    - I would put three slots into Hasten
    I know that with around 120%+ rech, you get perma hasten with it 2-slotted, so the third for me would just be a waste.

    Quote:
    - I ended up slotting most my single target attacks with Kinetic Combat to bump up S/L defense well above the soft cap when SM is up to keep me from getting into a cascading defense fail on a lucky machine gun or sword hit. To me it seemed more important than the couple seconds gain on Hasten that Crushing Impacts get you.
    Again, I'm going for as much recharge as I can, with def a secondary thought. And I'm liking the 5% rech bonus I'm getting from each Crushing Impact.

    Quote:
    - I put my PBAoE purple set into Spin instead of Eviscerate and I put the damage proc in instead of the Dam/End IO. The Dam/End IO only buys you some end savings (not needed) while the damage proc fires pretty regularly and helps quite a bit. Same thing for the ST purple set.
    That's a good point....I'll be looking into it.
  24. So I went back to the drawing board yet again, and this time I decided I'm going to try for pure regen. Here's what I've come up with, got a modest 148.8% rech bonus.

    Does anyone know how much is needed for perma hasten with it only 1 or 2-slotted for rech?

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(45)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(40)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(13), Achilles-ResDeb%(34)
    Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(5)
    Level 6: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(15), Panac-Heal(17)
    Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(19)
    Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(11), Panac-Heal/EndRedux/Rchg(19), Panac-Heal(21)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Integration -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(25), Panac-Heal/Rchg(25), Panac-Heal(27), Panac-Heal/+End(27)
    Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dam%(31)
    Level 20: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
    Level 22: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(50), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34)
    Level 26: Eviscerate -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(37)
    Level 28: Instant Healing -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(37), Panac-Heal/Rchg(39), Panac-Heal/EndRedux/Rchg(39), Panac-Heal(39)
    Level 30: Weave -- LkGmblr-Rchg+(A)
    Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(40), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(43), RechRdx-I(45)
    Level 41: Dark Blast -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 47: Soul Storm -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
  25. Quote:
    Originally Posted by Fleeting Whisper View Post
    Yes.
    Lol. Thanks all.