Clyp_85

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  1. Nope it didn't work . I am still getting the same message that the crash occurred in atioglxx.dll. Oh well, hopefully tech support can help me figure out. Thanks for the help Tex
  2. Thank you Texas Justice for the reply. Before I use Driver sweeper however, it says it is fully tested on several Windows versions, but does not mention Windows 7 64-bit. Do you know if it will be bad for me to use it on my OS as it has not been tested? Also I have an ATI Mobility Radeon HD 5870 Graphics card if that makes any difference to what you posted.
  3. Hello forum. I am having some issues with CoH. I have been trying to play City of Heroes, but it will no longer load. It crashes before it gets to the sign in. A dialogue box that is creating the report states that the crash occurred in atioglxx.dll. This is not the driver for my OpenGL and it is not located anywhere on my system as far as I can tell. Recently I have had issues while actually playing CoH as there would be some flicker and eventually the screen would turn one solid color and freeze; I would have to manually turn off the computer. I updated my drivers and ATI Catalyst Control Center, but when downloading the updated driver my system did a memory dump. I reverted back to an older driver and Catalyst Control Center. The computer seems fine, but now I can't run CoH at all. I read that you could take the opengl file and put it in the root of the game, but I do not think I did it right as I am getting the same error message. Any help would be appreciated.

    Edit: Never mind I was looking at an older description the driver sweeper software I guess. I will try what you suggested, thx.
  4. I just wanted to thank everyone for their advice. After taking it all into consideration I changed my build. It is still expensive, but it looks a lot better to me than before and I am willing to spend the inf once I get to the point of IO'ing him out.
  5. Quote:
    Originally Posted by Spiritchaser View Post
    Classic wisdom is definitely to augment def and let the res bonuses rot. It's a good plan, it's cheaper than res bonuses and it'll work.
    ...

    Personally, I've actually built to the SL res hardcap, though it took the alpha slot to get there. With hardcapped sl res and energy res, I find defence is not relevant in a surprising number of cases.

    ...

    I built for res bonuses because I wanted to try it and because I could. It works imperfectly, but more than well enough 90% of the time, better than def builds about 5% of the time, and that other 5%, well, better hope for team support. If 70% attack base becomes the new 50% for a range of new mobs, then I'd expect to do better with my resistances than most soft capped tanks most of the time... and if it doesn't? hell it's still just fine for me. Maybe I'll go for the barrier incarnate power.
    The reason I was originally going for mostly resistance is that I thought I would be playing on elec's/ strengths for being a resistance set and covering weaknesses in that respect, but as mentioned before by others...its quite expensive and doesn't offer as much protection as you could get from gaining more defense. I've always been iffy about defense types as I hear they can be godly one moment and then the next you feel pretty squishy. I guess its this fear of inconsistency that I kind of don't trust defense in general as well as to-hit bonuses being your bane.

    I am curious about a couple of things in your post and would like to ask a few questions if I may. Exactly why do you say defense is not relevant in a number of cases? Are there cases where more defense may seem absolutely necessary? Was it very expensive to build for resistance and do you have any notable defense in your build? Also, what is that 5% of content where you need a team? (I am sure that, that 5% includes TFs, AVs, and GMs, but is there more that I am not aware of?)
  6. Quote:
    Originally Posted by Finduilas View Post
    No replies yet, and it may be because everyone is too stunned to post.

    This is a phenomenally expensive build; many, many billions of influence. (The Glad Armor and Shield Wall uniques alone will run you 2 billion each.)

    Trying to build up resistance numbers with sets is a mug's game, it takes many expensive IOs for relatively little gain and shuts you out of other, more useful bonuses. In general, trying to plug "holes" like low resistance to certain damage types is much better accomplished with defense rather than resistance bonuses. (That's not possible with typed defense for toxic damage, but toxic is very rare in any case.)

    A very important thing to remember is that for typed damage, S/L and E account for something like 75% of all damage. Because of that, by far the best strategy for Electric is to try to build up S/L defense, with E/NE defense as a secondary goal.

    Another thing to remember is that because of ED, there is very rarely any point to slotting an armor toggle with more than 4 slots. Look at Weave, for instance, it's slotted to 86% enhancement, but you are only getting a 59% increase out of it due to ED. Since passives like Grounded don't need end reduction and generally have a lower base value, there's rarely a point to putting more than 3 slots in them.

    My recommendation is this: forget about PvP IOs and purples for now. Pick up the Steadfast +def and look for S/L defense bonuses instead. If after you get a decent amount of S/L def (32% or 45% is good) you have room for purples and want to slot them for their recharge and other desirable bonuses, go for it.
    Well as I said before I have no real experience with sets (and their market values it seems) so I didn't know how expensive it would be. I am pretty set on playing a character I like...and if I like him enough I won't mind earning and spending a lot of inf on him so I can make him as strong as possible.

    I know I put 6 slots in a lot of things, but I thought I needed the entire set bonuses...looking at the other builds in here (which look great) and the advice given to me so far I'll have to come to another conclusion. You mentioned getting defenses built up to S/L/E...but since I already have good resistances to that is it really necessary? Wouldn't my inf be better spent building up the defenses to the other damage types or is it the fact that almost all damage has an S/L component with it that makes it a much better option? What happens when I run up against something I am not well protected against?

    I was aware that toxic was very rare in game, but in the cases where I do run into this damage type, does that mean as a tank I would be at a great disadvantage in a hami raid or other content with toxic damage? Will I still be a viable tank in that case? Aside from resistance how do I protect myself since there is no typed defense for it?
  7. Hello everyone. I have a question about building an Elec/Fire tank. I am an altaholic and haven't gotten any of my characters to 50 the entire time I've been playing CoH/CoV. As such I have no experience outside of Mids' with IO sets. I would like to get a tanker to 50...my closest is WP/elec stuck at 41, but I looked at the Elec primary and it peaked my interest. I'm a little confused about what to focus on when it comes to IO sets. When kind of throwing this together in Mids' I was thinking I should use the sets to shore up the primary's weaknesses, but I wasn't sure if I should just work on the lower resistances (toxic, fire, cold, and neg) and depend on my heal and it's regen to help me survive or to shore up his defenses instead. When I looked at the numbers and the slotting I couldn't help but think I was short changing myself. I would like to make him very survivable, but not gimping my attacks too much. I assume though since /Fire is quite offensive I can afford not slotting my attacks too much? I'll toss this "build" up so maybe you can see my method of thinking, but I took all the primary and all but one attack from the secondary (they all seemed so good). I also did not take any ancillary pool power and instead used pool powers to help recharge and defense. Since I'm writing anyway I'd like to add one more question about game-play when it comes to crash-able tier 9's (more specifically Elec's/ tier 9). How often and exactly when is it used? Also, how do you manage to overcome the crash if there are still enemies standing?

    Here is the build:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed

    Hero Profile:
    Level 1: Charged Armor
    • (A) Gladiator's Armor - Recharge/Resist
    • (3) Gladiator's Armor - Resistance
    • (3) Gladiator's Armor - End/Resist
    • (45) Gladiator's Armor - Resistance/Rech/End
    Level 1: Scorch
    • (A) Empty
    Level 2: Lightning Field
    • (A) Fury of the Gladiator - Chance for Res Debuff
    • (5) Fury of the Gladiator - Accuracy/Endurance/Recharge
    • (5) Fury of the Gladiator - Damage/Endurance/Recharge
    Level 4: Conductive Shield
    • (A) Gladiator's Armor - Recharge/Resist
    • (7) Gladiator's Armor - End/Resist
    • (7) Gladiator's Armor - TP Protection +3% Def (All)
    • (9) Gladiator's Armor - Resistance/Rech/End
    • (9) Gladiator's Armor - Resistance
    • (11) Gladiator's Armor - Recharge/Endurance
    Level 6: Static Shield
    • (A) Impervium Armor - Resistance/Endurance
    • (29) Impervium Armor - Psionic Resistance
    • (31) Impervium Armor - Resistance
    Level 8: Grounded
    • (A) Aegis - Psionic/Status Resistance
    • (11) Aegis - Resistance/Endurance
    • (13) Aegis - Resistance/Recharge
    • (13) Aegis - Endurance/Recharge
    • (15) Aegis - Resistance/Endurance/Recharge
    • (15) Aegis - Resistance
    Level 10: Fire Sword
    • (A) Gladiator's Strike - Accuracy/Damage
    • (34) Gladiator's Strike - Damage/Recharge
    Level 12: Combustion
    • (A) Armageddon - Damage
    • (34) Armageddon - Accuracy/Damage/Recharge
    • (34) Armageddon - Damage/Recharge
    • (36) Armageddon - Chance for Fire Damage
    • (36) Armageddon - Accuracy/Recharge
    • (36) Armageddon - Damage/Endurance
    Level 14: Taunt
    • (A) Empty
    Level 16: Energize
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (19) Healing IO
    Level 18: Lightning Reflexes
    • (A) Run Speed IO
    Level 20: Breath of Fire
    • (A) Ragnarok - Damage
    • (37) Ragnarok - Damage/Recharge
    • (37) Ragnarok - Accuracy/Damage/Recharge
    • (37) Ragnarok - Accuracy/Recharge
    • (40) Ragnarok - Chance for Knockdown
    • (43) Ragnarok - Damage/Endurance
    Level 22: Combat Jumping
    • (A) Shield Wall - Defense/Endurance
    • (23) Shield Wall - Defense/Recharge
    • (23) Shield Wall - Endurance/Recharge
    • (25) Shield Wall - Defense/Endurance/Recharge
    • (25) Shield Wall - Defense
    • (27) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 24: Super Jump
    • (A) Empty
    Level 26: Power Sink
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    • (29) Recharge Reduction IO
    Level 28: Fire Sword Circle
    • (A) Fury of the Gladiator - Accuracy/Damage
    • (31) Fury of the Gladiator - Damage/Recharge
    • (33) Fury of the Gladiator - Damage/Endurance/Recharge
    • (33) Fury of the Gladiator - Accuracy/Endurance/Recharge
    • (33) Fury of the Gladiator - Accuracy/Damage/End/Rech
    Level 30: Boxing
    • (A) Empty
    Level 32: Power Surge
    • (A) Recharge Reduction IO
    Level 35: Incinerate
    • (A) Hecatomb - Chance of Damage(Negative)
    • (45) Hecatomb - Damage/Recharge
    • (45) Hecatomb - Damage
    • (46) Hecatomb - Accuracy/Damage/Recharge
    • (46) Hecatomb - Accuracy/Recharge
    • (46) Hecatomb - Damage/Endurance
    Level 38: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (39) Reactive Armor - Endurance/Recharge
    • (39) Reactive Armor - Resistance/Endurance/Recharge
    • (39) Reactive Armor - Resistance/Recharge
    • (40) Reactive Armor - Endurance
    • (40) Reactive Armor - Resistance
    Level 41: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Recharge
    • (42) Luck of the Gambler - Endurance/Recharge
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    • (43) Luck of the Gambler - Defense
    Level 44: Greater Fire Sword
    • (A) Empty
    Level 47: Maneuvers
    • (A) Red Fortune - Defense
    • (48) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense/Recharge
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Endurance
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (21) Numina's Convalescence - Heal
    • (31) Numina's Convalescence - Heal/Recharge
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (19) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge