Call Me Awesome

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  1. Quote:
    Originally Posted by SpikyShane View Post
    I think this build it final then. I changed Kick to Boxing, but everything else I'm very happy with. Now to buy a respec recipe and sort it all out Thank you ever so much for all you help. I'd be interested in seeing your build, if you have it readily available on Mids. If you don't, that's fine.
    Here's my current build, there's a couple of changes I'll make when we get the issue 17 freespec in a few weeks. You'll notice I've gone with Kinetic Combat (KC) instead of Smashing Haymaker (SH) this time... it took me almost a year to accumulate them on the market so I spec out the Smashing Haymaker in my guide because it's readily available. Using the KC IO's gave me a bit more flexibility and headroom in the build; using the SH IO's I'd have needed to loose the Crushing Impact set in Stone Fist for a third set of SH.

    Code:
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  2. Quote:
    Originally Posted by Strike_Hawk View Post
    Cool. One thing I should probably mention is that I am looking for a nice, portable notebook. I am looking at 14 inch screens right now. I have seen a few that use the 9300 GPU and it seems that will be one of my best options.

    Any others, let's see 'em.

    It would be nice to have a resource that tells people "this is what I have, this is how it runs"

    It would definitely make finding the right machine easier.
    Well, if you're looking for light weight then you certainly aren't interested in one like my 17" workstation laptop... that sucker weighs ~10 lbs and the AC weighs another 5 lbs! When I add all the other junk my laptop bag weighs close to 25 lbs.

    On the other hand, the little 15" Asus weighs around 5 lbs with another pound for the AC... I think it's pretty portable. Newer units of that class are about a pound lighter. I've even heard some people have success with the high end netbooks, albeit at low graphic settings. The Neo graphics ones seem the most capable... but they're only a pound lighter than a full 15" laptop.

    Any of the "gaming" laptops on powernotebooks site will handle COH without problems... most would probably handle limited Ultra Mode and the top ones would handle UM set to "11" I think one of them had a pair of 295GTX in SLI mode.
  3. Well, I've a couple of machines that both handle CoH fine... at least the live version. One is an Asus with a 15" 1280x800 screen, Intel Core2Duo T6400 2GHz CPU and GeForce 9300M GS video card. It's ok at medium - medium/high settings due to the lower resolution screen; I bought it a year ago for ~$600, I generally see framerates in the 30-40 range. No way would I expect this machine to handle Ultra Mode though.

    My second machine is considerably more powerful, I bought it as a portable video editing workstation and plunked down nearly 3 grand for it... it has a 17" 1680x1050 screen, Core2 running around 2.5GHz and a GeForce 7950GTX dual GPU video card. It's capable of running the current live version with most settings maxed or one step down and delivering an average FPS in the 40-50 range. This machine IS capable of running some of the Ultra Mode goodies, albeit with a significant performance hit.

    A good place to look for a laptop is www.powernotebooks.com, they're highly reliable and you can order exactly what you want, with or without an OS. The prices are quite attractive; what Dell would charge 3k for you can get from them for around 2k.
  4. I don't see any major issues with it; you should have a nice solid build. A few things I might have done differently but that's mainly personal preference and playstyle, not core issues. Overall it's quite similar to my current live build. I skipped Hasten and 6 slotted LBE for example, but it should work fine as is.

    Oh, for Dull Pain I'd skip the End/Recharge IO instead of the pure Recharge, but it's not a big deal either way.

    I'd like to try and find one more slot for Stamina... but I wasn't able to on my build either. I simply tossed 3 common endmod and called it good. Mathematically I believe your slotting might be marginally superior based on the probability of the Perf Shifter proc firing. Slots are really tight though and I don't see any really promising candidates to steal from.

    One thing I'd change is to trade Kick for Boxing... I'd rather not have to chase something I'd knocked back. While Boxing isn't on my main tray I do have it set to auto as a filler attack; since I don't have Hasten I didn't have anything else needing to autofire.

    Overall I don't think your tanker will disappoint you with that build.
  5. I didn't mean to advocate dropping Dull Pain; it IS still quite valuable, just not needed full time. I think DP should certainly be your level 2 power selection; and I'd 5 slot it with Doctored Wounds. I don't in ANY case suggest skipping Dull Pain, it's one of the 4 critical powers in the set!

    Looking further into your build Fault works great with Stupefy for a nice recovery & recharge buff, just skip the proc... you don't want to knock mobs to the far corners of the map if the proc hits. On my Inv/Stone I fill the 6th slot with the Perfect Zinger Psi proc... if slots are tight you can stop at 5 slots.

    It looks like Invincibility is overslotted; you could easily drop one of the common defense IO's. My preferred slotting is 3 Cyto's and one common taunt.

    Weave works great with the Gift of the Ancients set, and you get bonus endurance and recovery out of the deal.

    I would drop super speed and build up to open room for Dull Pain and a ranged attack... since you're grabbing CP go ahead and pick up Laser Beam Eyes and slot the Thunderstrike set for a good amount of E/N defense. Finding the slots for everything is a juggling act; you can drop slots from Invincibility and Fault. Also, I think you're going overkill on Health... yeah the uniques are nice to have, but are you really going to need them, or would those slots be better somewhere else? It's a juggling act and the "right" decision can be argued either way.

    On my tanker I 4 slotted Tremor with Eradication and tossed a Nucleous HO in the 5th slot; Health got two slots, the Heal and the Regen/Recovery from Numina.

    For another thing I would definitely get the +HP and +end accolades (portal jockey, freedom phalanx, atlas medallion & task force commander), those will add 20% to your HP and 10 points of extra endurance. Best of all they don't cost anything at all except time acquiring the badges.
  6. MoITF isn't a huge deal for me one way or the other; it does ratchet up the tension though. I'd leave that call for once we've assembled the team and know what we have to work with; I'll fill in any holes we have in the team.

    Let's see, I have:
    Inv/Stone tank (soft capped), BS/Shield scrapper (soft capped), Fire/Rad controller, Ill/Rad controller (perma-PA), PB (Tri-Form), Dark/Dark defender (built for maximum debuffage), Mind/Kin controller all at 50... Fire/EM blaster 43, Tri-Form WS 41 and Plant/Storm controller at 40.

    I think I can shore up any weak points in the team
  7. Quote:
    Originally Posted by LIK View Post
    Sorry I started learning how to use mids and also new to the forum......I will work with trying to send the data chunk when I get home....thanks for the info...
    The export format you want is the very bottom one, Official Forums (vBulletin) although the phpBB/Zetaboards will also work. Do NOT use the Official Forums (UBB threads) option, that was for the old forums and no longer works with the current forum software. When exporting you'll also want to place a checkmark in "export data chunk as well as a datalink" option right above the "cancel" button (don't hit cancel though)
  8. Quote:
    Originally Posted by LIK View Post
    I was wondering where and how do I read the percentage for powers that I have. I don't understand where one would read the total amount of recharge, S/L, hit points for a toon. Any information would be helpful.
    One of the best ways is to plan out your build in Mid's Hero Designer, it will show you all the numbers behind your powers. Mid's is pretty much the indispensable tool for all of us who want a character who's more than a "throw it together at random" build.

    You'll also want to look up the Paragon Wiki for general game information; for questions about your particular character it's a good idea to check out the various guides in the forums for your particular AT... I'm assuming you're playing a Scrapper since you're posting here?

    Ah, I just saw your earlier thread about your DM/Regen; you're in the right place to get your questions answered.
  9. Sounds like fun, I've any number of characters who can come along... scrappers, tankers, blaster, PB, WS, controllers, defenders; all are 40+ (most 50) and all have access.

    I think I'm loose at 7EST tomorrow and will be happy to bring whatever you need.
  10. Quote:
    Originally Posted by KingSnake View Post
    Ok, I got a Shield/Ice tank, LvL 41. I just trained Grant Cover. I slotted it for defense, and haven't noticed a change in the powers defense, or DDR level. I KNOW it changes on scrappers. Is this a bug or the way it works for tanks?

    Obviously I'm trying to get as much DDR as i can. I actually have a few left over membranes I'm going to use in this build. Aiming for at least 80% or more. (without double stacking AD. My set bonuses are geared for defense and +hp.)

    Thanks in advance!
    According to Mid's it should give you ~17% DDR; if you're not seeing that then something's not right. My SD/Fire tanker doesn't have it yet at 32 so I can't say for sure, but it definitely affects DDR on my 50 BS/SD scrapper. With double stacked AD loaded with 3 Membranes my scrapper's at the 95% DDR cap... unfortunately I only have enough recharge to be at that exaulted level about 40% of the time .

    My tanker doesn't have GC in his build plan until 49, and since he just hit 32 tonight it'll be awhile before I can test it personally.
  11. Call Me Awesome

    Resilience

    While I do have Resilience on both of my 50 /regen scrappers it's more of a "filler" power than anything I really see as particularly valuable. Yeah, the additional MAG 5.5 stun protection is occasionally nice to have but I wouldn't consider it essential by any means.

    I'd certainly take it over Revive, but after that it's probably the most skippable power in the set now that MoG has been changed into something useful.
  12. Quote:
    Originally Posted by Rangle M. Down View Post
    Death Shroud! A. it's a nice PBAoE Taunt Aura helping you control aggro. B. even though it's small orange numbers, those numbers add up to the point it can be one of your most damaging attacks. Yes it is end heavy, but like most powers, slotting can take care of that.

    I believe my Dark/Dark tank has Death Shroud 6 slotted. Right now she's running 8-9 toggles, including Super Speed which I turn off during extended fights, and does well enough with endurance. Unique IO's certainly have helped. I did not take either OG or CoF.
    Quote:
    Originally Posted by Finduilas View Post
    Agreed. Death Shroud, no question.
    I'll make it 3 for 3; Death Shroud is a must. Frankly it really should have been taken no later than level 22. Here's an interesting statistic... the damage aura in every armor set I can think of will do more damage over a play session than any other power you have. Just run Herostats and at the end of the evening check the total damage of all your powers. The damage aura will be #1... likely it'll be more than twice as effective as the next best attack.

    On my Stone/EM tanker my damage aura typically does more damage than all my other attacks combined.
  13. In looking over your build it strikes me that you're spending a fairly hefty amount of inf in search of perma-DP... I'm not really sure that perma-DP is all that important; certainly it's less durable than a soft capped tanker is.

    Right now you're sitting at 123% recharge; a bit short of perma-hasten but respectable. (The Force Feedback proc only has a 10% chance to fire for a 5 second duration each time you use the power so it shouldn't be included in your recharge calculations) You're probably close to perma-DP as it is though... but is it worth it? I've found, in the last 3 issues, that my soft capped Inv/Stone tanker only even USES DP maybe twice per playsession... based on that experience I don't think having it up full time is all that valuable.

    Frankly you'll be considerably more survivable soft capped to S/L/E/N defense... and you'll spend a heck of a lot less doing it. I'd also shift a few things around in the build, pick up Heavy Mallet in place of Stone Mallet, Fault at level 22, Tremor at 35, Seismic at 38 and I'd drop Res Elements altogether. Tough Hide could use another slot (or two if you're using it for set bonuses... but enhance the defense more) as could Weave. I personally think Health is overslotted... I understand what you're doing with it but most of it's "fluff"; the slots are probably more useful elsewhere.

    Oh, as a jumper you're better off getting Hurdle over Swift... Hurdle stacks very nicely with CJ/SJ to give a sizeable boost to jump speed and distance.

    Check out my soft cap guide (in my signature) for some more thoughts; it's quite possible to reach 45% defense to Smash/Lethal/Energy/Negative damage without breaking the bank. That level of defense also makes Unstoppable entirely skippable... I retained it for 6 months after issue 13 hit and never used it once, even on a couple of Master STF runs... at the last respec Unstoppable got dropped from the build.
  14. ED kicks in at a little more than 2 SO's worth of enhancement and kicks in hard after three. In your example of defense you would have ~40% bonus with two SO's (20% from each) and 55% from three SO's with the third being degraded by 5%. Adding another SO would only give you a bit less than 5% enhancement... you're vastly better off using that slot elsewhere.

    Based on the figures you're giving it sounds like you're using DO enhancements, which only give you 10% enhancement per slot. While DO's can hit the ED cap it takes 6 of them to do so... for practical purposes ED applies to SO or higher enhancements.

    ED's cutoff is based on a percentage of enhancement... with schedule B enhancements like damage resistance or defense that cutoff is 55%, with schedule A enhancements like accuracy or damage the cutoff is 95%. That pretty well works out to a thumb rule of three SO's worth... schedule B enhancements offer 20% enhancement per slot while schedule A enhancements offer 33% enhancement. (All these figures are based on even level or "white" SO)

    By the way, you will NOT have any real improvement in survivability from overslotting your armors... the actual increase is a tiny increase in the overall defense value of the power. To illustrate, let's take a best case situation... a Shield tanker's Deflection power. At base, unenhanced, it gives you 15% defense to Melee. Adding 3 SO defense enhancements brings it to 23.4% defense to melee. Adding 6 SO defense enhancements to it brings it to a total of 24.8% defense to melee... for the expenditure of those THREE extra slots you got an additional 1.4% defense, or 0.46% defense per extra slot. There's no way that you wouldn't see greater benefit from those slots elsewhere in your build.
  15. Quote:
    Originally Posted by Neutrino_Siphon View Post
    Lets not forget (The Real) BABs is luz@urface in PvP. Somewhat off-topic, but still.

    And yeah, Ghost Widow sucks. She's not unkillable. It may seem like it, but she's not. Your team just has to perma-hold her before PToD/She holds you.



    (It's like a hug of death...)
    No need to hold her through the PToD; while that will work there's lots of better/faster methods of dealing with her that don't require a full team of controllers to stack a MAG 54 hold on her. Breaking an AV's purple triangle hold protection requires MAG 50 and you need another 4 to break the inherent hold protection (boss level) of an AV. That's not something that one or two controllers are likely to accomplish.

    Ghostie is actually fairly easy with a little forethought and preparation... a little wine, some nice mood music...
  16. Quote:
    Originally Posted by Blue_Centurion View Post
    Plan to keep cramming more end red on my toggles through the late teens.
    Just a FYI, but you'll save considerably more endurance by slotting attacks than by slotting toggles.
  17. Quote:
    Originally Posted by Dechs Kaison View Post
    Unless it's a Master attempt. One lucky hold spells doom. In that case, you're best to have a sonic defender in my opinion, or a /thermal controller, even a kin for the increase density (but what kin these days takes that?), but I guess an empathy works too.
    Three of the 6 successful MoSTF runs I've made were with no outside mez buffs; I simply made sure my negative defense was at 45% or more. If you do get nailed by sheer bad luck remember that it's DOT... a couple of rad heal auras, storm O2 boost heals or even an aid other or two will keep you alive; once you drop to the ground simply retoggle, eat a green or two and continue on. I've never been nailed on a MoSTF but have once or twice on a regular STF and that procedure worked fine.

    If you happen to have the buffs available on the team then by all means use them... just realize it's not a disaster if you don't.
  18. Quote:
    Originally Posted by LSK View Post
    I think the best way is just bring an emp with u and have them cast CM on you about 10 times and keep it on u.
    Eh, generally that's not necessary even on the STF facing a 54 AV version of GW... purple pills are easier and she only uses the hold every 30 seconds or so... soft cap ranged/negative defense and she'll only hit 1 time out of 10. If she gets lucky she gets lucky... pick yourself up and try again.

    I'd rather have a debuffer or another solid damage dealer myself.

    <edit>
    And you'd need 8 stacked mez buffs (CM, ID, Clarify etc) to beat the hold.
  19. Call Me Awesome

    Please help!

    Quote:
    Originally Posted by Borderline Boss View Post
    Hmm, I uninstalled my graphics card via safemode, I assume that's why it isn't showing up. When I had it on it wouldn't load windows for some reason, once I uninstalled them it let me right in
    That's because they were corrupted; by uninstalling them you're using the built-in windows drivers which severely limit the abilities of the graphics card. By "severely limit" I mean roughly the level of a low end graphics card from the early 1990's... there's no way COH will run.

    You need to install the latest video drivers for your graphics card, if you have an Nvidia card get them from here. If you have an ATI card get them from here. Get the drivers that match your operating system and graphics card.

    Without drivers for your graphics card trying to do anything beyond web browsing and word processing is futile.
  20. Call Me Awesome

    Please help!

    Yep, the area where your video driver info should be is blank... that means something's wrong with them.

    Monitor:
    Monitor's Max Resolution: (blank)
    Video Device Name:
    Manufacturer / Chip: /
    Video Memory: n/a
    Driver Version:
    Driver Date: 1/1/0001 12:00:00 AM
    Driver Language:

    As you can see it doesn't list anything about your video card... that's a big red letter that something's wrong. Try uninstalling your video card drivers, run a driver cleaner app (sorry, don't have a url offhand) and get the latest drivers from either Nvidia or ATI depending on which video card you have. That ought to correct your problems.

    That section should list your video card, for example "Nvidia 9600GS" or whatever, the memory on the video card, the driver version and all that good stuff.
  21. Call Me Awesome

    Infernal AV

    Quote:
    Originally Posted by Golden_Avariel View Post
    So I had to tank Infernal as a +1 AV on a 3-man team with Shadowguardinal my dark/dark tank. This was Maria's first mission.

    Should I be ashamed that he beat me like a drum if I didn't have Phenomenal Luck and Robust running simultaneously? Dang but that axe hurt!

    I've never been one to lean on inspirations much but my character absolutely required them against him. Makes me almost want to look at defensive IO sets or something... not that I have a clue where to start on that.
    There's a simple solution to Infernal... tank him from range and he'll sit there and lob fire blast at you never using his axe... and the damage on those attacks should be low enough not to worry about. As a bonus since he's not using his axe any scrappers on the team don't have to worry about getting one-shotted by his whirling axe attack.

    Just stand about 10' away and taunt him while hitting him with a ranged attack of some sort; barring an Invuln or Shield scrapper on the team you'll keep his attention.
  22. Quote:
    Originally Posted by Blue_Centurion View Post
    Sorry, I was not clear. With a Invul or Willpower Tank, I understand the build. This is a dark/dark. It is very hard (for me) due to end management. I think I will be okay after 35 when the later powers come in. But until then I really do not feel strong enough to tank for a team.

    Are there any solo AE missions that are tank friendly? (through bubblers/buffs, etc?)
    You realize that the last patch was specifically focused on the "buff bot" AE farms? They tossed an XP penalty for each NPC ally in the mission.

    I can give you a few suggestions about endurance however if that's your main worry, first you can tailor the toggles you run prior to Stamina based on what you're fighting... Murky is fairly useless against predominately S/L foes for example. For another you can slot your attacks for endred; this will save you by far the most endurance. Early levels I'd only slot accuracy and endred; don't worry about damage as much until DO levels at the earliest.

    You'll be playing a fairly squishy tanker the whole way to 50; Dark Regen is what will make or break your survivability so make sure you've slotted it so you're capped tohit for the foes you're likely to be facing. Also snag Siphon Life, in addition to being a small heal it's a very decent damaging attack now.

    Don't forgo Death Shroud as you'll find it's actually your number one source of damage. Run Herostats for a few missions and you'll find that DS dealt more damage than any of your other attacks. It just comes in small increments, but it's constant small increments against everything nearby. Again slot acc/dam/endred here... Multi Strike is a decent choice since it offers good endurance reduction and it's quite inexpensive... slotting level 25's will be good the whole way to 50.

    In any case since you rolled a tanker you really ought to team with him... if you wanted to solo you'd have done better rolling a Dark/Dark scrapper. Scrappers are better soloers where tankers shine in team situations. While all AT's can solo it isn't playing to the tanker's strengths.
  23. Grats on the accomplishment! By the way, I like the name of the character
  24. Quote:
    Originally Posted by Blue_Centurion View Post
    Okay, I have short attention span theatre. After a trip to the sewers I am at level 8. I want to level a dark/dark tank fast. Very fast. Usually when I want a 50 on blueside I just solo a few AE runs I like. Is the only fast leveling for a tank to get on a AE team?
    My best suggestion is simply to run radio missions and normal teams, then start running TF's once you're in range. You know, actually play that tanker?

    Alternately you can team with friends running upper level missions; you won't contribute as much but you'll get XP and gain experience in the character. It isn't hard to level anything nowadays outside of the sheltered world of AE.
  25. Quote:
    Originally Posted by Severe View Post
    sounds like you need to roll a fire tank to me cma!.a invul and two stones?..pfft you havent even tasted the tank community yet!..your missing out man!
    I actually have a fire/fire in the mid-30's languishing on another server; next time free transfers are available I may shuffle things around and move him.

    Let's see, I have the level 30 Shield/Fire I'm currently working on, an abandoned WP/Stone at 22ish and the mid-30's Fire/Fire. If we count the test server there's a couple more, but they're level-bumped 50's from the issue 16 beta... kind of hard to count them as tankers played seriously. One Elec/SS and one Inv/Elec, neither has seen more than a couple hours play on straight SO's.

    I'll say that I've really been enjoying the sheer damage output of the 43 Fire/EM blaster I'm also working on... it's a nice change of pace from tanking. I just got off of a Positron TF with my SG... without really pushing the pace as a 5 man team (3 blasters, 1 Elec/Shield scrapper and a Stone/Fire tank [a buddy's character, I was playing a blaster]) we finished in 1 hour 51 minutes. I died a couple of times, so I must've been playing that Blaster correctly

    I'll admit it, while I enjoy tanking and do it a lot I actually play almost everything... I've found controllers are about my second favorite AT. For things like the STF I rarely get to play them though... usually people want me to tank.