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  1. Quote:
    Originally Posted by Lynx_Nordique View Post
    Have you considered an Earth Controller? The Pet is pretty hard to kill and does very good damage. For sure it is not as straight foward as a Perma Phantom Army Illusion controller, but with the right secondary, and some key IOs (lots of +recharges, damage processors in Volcanic Gasses, some Pet + damage resist, etc) it can be feasable.
    I had considered Earth Control, however I decided against it for a few reasons.

    1) I already have a bazillion Earth Control Users (I love the set).
    2) Animation time of Char vs. Fossilize.
    3) The Higher Damage of Fire Control.

    I can get past all that, however I just have the urge to build a Fire Control/Cold Domination Controller and I wanted to know if he is going to be able to do what I am building him for.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    Fire/Cold is a great combo. But it will struggle with AVs that an Ill/Rad could coast through, because Ill/Rad's pet is a tanker that can't die and most AVs are simply endurance tests that benefit greatly from -Regen. Fire Imps are going to die in two or three shots. You can IO yourself for defense but you'll have to give up recharge to do it.
    I was hoping that I would get the agro from the AV because of the higher damage I deal than a single Imp, that way the Imps won't be targeted. I know that's not perfect so I also tried to get the Imp's defense as high as I could (32%ish) so that if they are targeted or get hit by an AoE it stands a good chance to miss.

    Edit: I also forgot to mention the Imps will have Frostwork on them as well.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    You can IO yourself for defense but you'll have to give up recharge to do it.
    I went for both, do I need more recharge?
  3. So I decided that I want a build which can solo AVs, and maybe perhaps GMs. I know that Illusion/Radiation can solo AVs and some GMs, so I started from there. My thought process was:

    Illusion Control:
    1) Fire Control does better damage than Illusion Control, and can set up Containment.

    2) Fire Control has less tanking ability (No indestructible pets), so I need to build for capped defense.

    Radiation Emission:
    1) I get less To-Hit debuff, however if I am at the defense cap that won't be a problem.

    2) I get more defense debuff.
    -Radiation Infection (-25%)
    vs.
    -Infrigidate (-25%)
    -Sleet (-30%, -60% stacked)

    3) I get more Damage debuff (If I can get Benumb Perma).
    -Enervating Field (-20%)
    vs.
    -Infrigidate (-30% to Fire Damage)
    -Benumb (-50%)

    4) I get more Resistance debuff.
    -Enervating Field (-22.5%)
    vs.
    -Sleet (-30%, -60% stacked)
    -Potential (-40%) from Achilles' Heel Procs

    5) I get much more Recharge debuff.
    -Lingering Radiation (-75%)
    vs.
    -Infrigidate (-87.5%, more depending on how many times I stack it)
    -Sleet (-40%, -80 stacked)

    6) I get the same amount of Regen debuff.

    Summary
    So on paper Fire Control/Cold Domination seems like a gold mine for soloing tough targets...but is it really? The gist of the threads I have read about Fire Control vs. Illusion Control is that it's Damage vs. Survivability respectively. I really don't know how Imps stack up to Phantom Army damage wise, however Containment through immobilization should give Fire a huge advantage in the damage department.

    So with this in mind I started making builds and kept pulling out my hair trying to figure out how to get everything I wanted into one build, but I finally got pretty close to what I want.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1413;709;1418;HEX;|
    |78DAA594494F136118C7DFE94C2D5DA60B050A858A4091B5C3A21850A38905B4916|
    |A59F4A436A50C65629DA96D3572F3A251837A508F7E06979BF1E4C1935735262E31|
    |DEFC14F559DE829E6DC2FFF72ECFF37F9F7917B2B7E60342DC3E299470BA5CA8D5F|
    |269C7AE579D72D9ACBAB3859255141E2144EFDE6833C058B4AA66B3F3F7FCA91B9B|
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    |11462F10CAE0A84A4735ACE090D64668692774C04EBA150E707FA59C7DDF181C700|
    |FD4C30E8A679666868E136CF0F64A6F2F7BFBD8DBC7A9F741FDB256FF59CA092C31|
    |B284E039AEFC3C2106CBE872259D4B0972290E0C877846849202871E80778487D4C|
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    |2AF8F85C7C7C2E3E3E8D8F6F692F0EDE0EB9E5B4DD472714764BEC45FDD7EF0DFCA|
    |3636FEF8A0F740D2507A25CC4D62594CBD8BD82AD02B6D6518AD86DBC0D34AB08CD|
    |6241732847518EA1EC6090079FA01F2580A2A3045142286194284A074A1CE5394AE|
    |30F6B2AEE80|
    |-------------------------------------------------------------------|
    I basically got the bare minimum of what I wanted.
    • 44% defense to Smashing and Lethal isn't as good as 45%...but I am hoping that won't be a problem.
    • 31% Ranged defense is not the 45% that I wanted (In a perfect build ) however other aspects are more important.
    • 106% Recharge won't get Heat Loss or Benumb perma, however Hasten is a fraction of a second away and I can do without Heat Loss for 5ish seconds and Benumb for 3ish seconds.

    Hot Feet, Frostwork, Arctic Fog (In relation to Resistance), and Tough are under slotted, however the rest of the powers are slotted well enough for my standards. I wish I could get Ring of Fire for soloing GMs (If that's possible with this build) however I don't know what I would drop.

    Any suggestions? The ultimate thing that I want to do with this build is to solo the Devouring Earth GMs (Not Stropharia). Is that going to be possible with this build? Is my train of thought on the right tracks? Thanks in advance for any advice!
  4. Computer

    Blaster Nukes

    Quote:
    Originally Posted by Doomguide View Post
    Well I don't have a Electrical Blast user of sufficient lvl to see what actually happens but both the ingame detailed info and Mids say you lose 40 endurance and have your recovery seriously debuffed:

    smashing damage on target 72.29 energy damage on target 75.00%% chance for 36.15 energy damage on target 50.00%% chance for 36.15 energy damage on target -55.00% AttrEndurance on target 30.00%% chance for -25.00% AttrEndurance on target 30.00%% chance for -25.00% AttrEndurance on target -100.00% recovery rate for 20.00s on target -1000.00% recovery rate for 20.00s on self Ignores buffs and enhancements unresistable -40.00 AttrEndurance on self Ignores buffs and enhancements unresistable

    cut and pasted from the detailed info ingame.

    Is this incorrect?

    Edit: The descriptive text, fyi, does seem to indicate you lose all your end, but ...
    I have never understood how it shows Nuke powers. I believe you only loose 40 endurance if you use it against one enemy. However since I was not sure I just logged into my Electric Blaster (I haven't been on her in years so I needed to make sure) and used Thunderous Blast. It did indeed drain me of all my endurance.
  5. Computer

    Blaster Nukes

    Quote:
    Originally Posted by oriand View Post
    Altoholic,

    Remember that while the Electric Nuke is weaker than others, it doesn't empty your END bar, just applies a -40 and then shut off recovery. That's significantly easier to work around.
    Huh? Thunderous Blast does completely drain you of your endurance, just like the other nukes with crashes.
  6. Computer

    The Mastermind

    You know this makes me think back to when I was thinking about how I would have designed the Villain Patron Powers.

    One of the ideas I imagined for a power in Black Scorpion's patron powers was a kind of Keldian-like power.

    Scorpion Armor: When toggled on it:
    • Triples the Mastermind's base hit points
    • Adds 50% Resistance to all (Except Psionics)
    • Adds 30% Defense to all (Except Psionics)
    • Suppresses all Primary attacks (Summons, Upgrades, and tier 7 powers are still available), Secondary powers, and Pool powers
    • Suppresses Bodyguard Mode (Note: Your pets can still benefit from Supremacy)
    • Grants you player friendly* versions of Black Scorpion's powers
    *I would have said weaker versions of Black Scorpion's powers, but some powers would have to be buffed rather than weakened to get them to a player standard. As an example Taunt that NPCs use lasts considerably shorter than what a player would want.

    Aside: I don't know about the rest of you but I wouldn't feel bad if the Mastermind patron pools were scrapped altogether. I didn't play my Thugs/TA for weeks after I got him to 44 and wanted to try out Thunder Strike. I was already getting bored of him, and the piddly damage that power did to grey enemies was heart wrenching.
  7. Quote:
    Originally Posted by Necrotech_Master View Post
    yes you can get 5 different things from the first time you get it, once you have 1 instance of the 3 temp powers and have the costume piece, the only thing it CAN give you is the inf or inf/prestige
    Are you sure? I didn't get them from Mystery Gifts, rather opening presents, however I have a stack of Build Snow Beast temporary powers meaning you can get it more than once. Is the Mystery Gift's Build Snow Beast a different power altogether?
  8. Congratulations, and on a level eleven no less!
  9. Computer

    mrc?

    The first thing that came to my mind was that 'mrc' stood for mercenary, which would make sense if he had been asking what type of Mastermind (if that is even applicable) you are. But since it was a response to him helping you out and your 'thank you' that is highly unlikely.

    Something that might have happened is that he meant to type something else but accidently hit the wrong key (I know I do this a lot). If we look at the keys closest to the letters typed we get:

    Replacing 'm'
    nrc
    jrc
    krc
    lrc
    ,rc
    rc

    Replacing 'r'
    m4c
    m5c
    mtc
    mgc
    mfc
    mdc
    mec

    Replacing 'c'
    mrd
    mrf
    mrv
    mr
    mrx

    Other Possible Combinations
    j4c
    j5c
    jtc
    jgc
    jfc
    jdc
    jec
    k4c
    k5c
    ktc
    kgc
    kfc
    kdc
    kec
    ,4c
    ,5c
    ,tc
    ,gc
    ,fc
    ,dc
    ,ec
    4c
    5c
    tc
    gc
    fc
    dc
    ec
    n4c
    n5c
    ntc
    ngc
    nfc
    ndc
    nec
    jrd
    jrf
    jrv
    jr
    jrx
    krd
    krf
    krv
    kr
    krx
    ,rd
    ,rf
    ,rv
    ,r
    ,rx
    rd
    rf
    rv
    r
    rx
    nrd
    nrf
    nrv
    nr
    nrx
    m4d
    m5d
    mtd
    mgd
    mfd
    mdd
    med
    m4f
    m5f
    mtf
    mgf
    mff
    mdf
    mef
    m4v
    m5v
    mtv
    mgv
    mfv
    mdv
    mev
    m4
    m5
    mt
    mg
    mf
    md
    me
    m4x
    m5x
    mtx
    mgx
    mfx
    mdx
    mex

    To me the closest seems to be Nurvus's idea of a shortening of 'Merci' (French for Thank You). While it doesn't fit exactly at least it is in the same ballpark.
  10. Quote:
    Originally Posted by Rieze View Post
    Boxing over jab? Really? Jab activates fast.
    Don't they both have an activation time of 1.07 seconds?
  11. Quote:
    Originally Posted by UberGuy View Post
    As you point out in a footnote, the anti-spike code would, indeed, hinder your ability to assist your Dominator friend even if you are not "teamed" with him in the literal sense of being part of a team. Attacking his target is "teaming up" to defeat that foe.
    That is why I put the * in to show that it doesn't matter if you are literally teamed up, or working as a team. The results are the same.

    Quote:
    Originally Posted by UberGuy View Post
    Penalizing the ability of a team to combine fire is an attack on something I consider a fundamental team PvP tactic, in all multiplayer games I have ever played that actually involved the idea of attacking targets.

    Obviously, the anti-spike code does not hider all the benefits of teaming. For example, it does nothing to hinder the defensive benefits, nor does it prevent offensive ally buffs. Despite this, I considered it an attempt to eliminate a core offensive benefit of teaming - having multiple people do things to a target at the same time. Having been a player of many team FPS games, the design philosophy that such a change suggested thoroughly disgusted me, despite the fact that I rarely ever PvPd before I13. My prior lack of PvP was due to lack of interest, as opposed to the outright distaste that such changes fostered for me.
    I don't disagree that teams who target the same target when they attack were penalized, however not all teams (Or people working together that don't have to be literally teamed up) use this tactic.

    Perhaps it is a matter of perspective. I usually solo on my damage dealers (I only have a couple) or team up with my support toons (My favorites to play, and I have many). I am not always targeting the targets that my teammates are attacking. I guess I see it more as a tactic, rather than a core offensive benefit.
  12. Quote:
    Originally Posted by Another_Fan View Post
    The ability to coordinate attacks and take out targets is an advantage teams enjoy, the better the teamwork, the greater the advantage. Anti-spike code hit directly at this.
    • Coordinating attacks is something teams can do.
    • Not coordinating attacks is something teams can do.
    • Coordinating attacks is something people not on a team can do.

    My point is that the Spiking, multiple people attacking the same target, was the target of the Anti-Spike code. Spiking is something teams and non teams can do, and things that teams and non teams can choose not to do.

    The Anti-Spike code impaired the ability of multiple people attacking the same target.

    Examples:

    1) On occasion I play my Stalker and a friend of mine plays his Dominator. When he gets on he is usually invited to teams right away, however I like to play without a team. I usually play near him in order to kill targets that attack him. I know how he plays and know when to jump in for an Assassin Strike to help him kill his target (ie. We have the same target). We're not on a team*, however if Anti-Spike Code was in place we would be nerfed.

    2) Quite frequently I play my Empath when a friend of mine plays his Blaster. My Empath is /Energy Blast so he cannot provide nearly as much damage as my friends Psi/EM. I keep my friend targeted and from the air I buff and heal him. We're on a team*, however if the Anti-Spike Code was in place we would not be affected.

    *Can be replaced by "We're working as a team" and it will mean the same thing.

    Quote:
    Originally Posted by Another_Fan View Post
    DR is under the category of obvious advantages. More or less the devs looked at the situation and said that access to IOs and sets makes things incredibly lopsided, so lets just make them not nearly so useful.
    Alright, I was just wondering because it looked like you were saying that the Anti-Spike code nerfed defense and recharge.


    Quote:
    Originally Posted by Another_Fan View Post
    Quote:
    Originally Posted by Computer View Post
    Before it comes up things won't translate exactly from AV soloing to PvPing. While it could be said they are in the same category, AV soloing is basically a can or can't thing whereas PvP can have differing levels of success at different times.
    Misses the entire point of if you put pvp into the same category as av/gm soloing you can expect the same level of participation.
    What I meant by that was people shouldn't take:

    Quote:
    Originally Posted by Computer View Post
    Response: Sure but your fights are going to be long. You will be doing just over the AV's regeneration so be ready for 20-30 minute fights. Scrappers aren't Illusion/Radiation Controllers.
    And change it into:

    Quote:
    Originally Posted by Computer View Post
    The answer from the PvPer's to the PvEer should have been "You will need to respec your build if you want to spend 20-30 minutes to win one battle in PvP. If you want the 'best-of-the-best' build, make an X/X."
    It had nothing to do with participation level.
  13. Quote:
    Originally Posted by Another_Fan View Post
    The attempt at anti spike code was an obvious attack on teaming, or at the very least an attack on coordination and communication. Recharge, plus defense, plus to hit all got nerfed.
    The most that we can assume from the anti-spike code is that it was meant to stop spikes. You were not punished for being on a team, however if you all targeted the same person, then the anti-spike code came into play. A Blaster could team with 7 Empaths (All targeting and buffing the Blaster) and the Blaster would not be at a disadvantage. Perhaps a case could be made if you're talking about discouraging team set-ups like a team of 8 Blasters, however they are not at a disadvantage by the specific act of teaming.

    Note: I am not saying that I don't believe teaming was discouraged in I13, however we cannot directly infer that from the anti-spike code.

    By the way, how was Recharge and Defense nerfed? Are you talking about Diminishing Returns now, because as I recall the Anti-Spike code only nerfed your To-Hit (or was it Accuracy?).

    Quote:
    Originally Posted by Another_Fan View Post
    Anyway as long as the buy in for PvPing is in the same category as good farm builds and GM soloing, PvP will be a dead letter in this game. I know people that have been playing this game for years and have never soloed an AV or a GM and dont particularly care for farming. I don't have hard numbers but it really wouldn't surprise if they were the overwhelming majority. For you it may be nothing to do this for most people its considerably more difficult.
    I believe the sticking point will be the way you worded the PvPer's response in the first place.

    Quote:
    Originally Posted by Another_Fan View Post
    and when he talks to anyone about what he needs to do, he is told the ante is a new build.
    Very rarely does someone wander into a PvP zone with the best PvP sets, however the current FotM is not needed in order to do well. There are a few sets that won't do as well as the best sets in PvP, however any combination can PvP.

    I have been following a thread recently about Meleer's soloing AVs. It basically went like this.

    Poster: I want to make a Dual Blades/X Scrapper. I want to be able to do, X, X, and solo AVs with it. Is this possible.

    Response: Sure but your fights are going to be long. You will be doing just over the AV's regeneration so be ready for 20-30 minute fights. Scrappers aren't Illusion/Radiation Controllers.

    The answer from the PvPer's to the PvEer should have been "You will need to respec your build to optimize yourself for PvP. If you want the 'best-of-the-best' build, make an X/X."

    Before it comes up things won't translate exactly from AV soloing to PvPing. While it could be said they are in the same category, AV soloing is basically a can or can't thing whereas PvP can have differing levels of success at different times.
  14. This is specific to the Lich.

    I think it was changed due to a combination of two things.

    1) Pets can't utilize Knockback like a Player can. They just, "It's recharged, Use It!"

    2) The rest of the pets are Meleers. Having one of the pets knocking the targets away from the rest of the pets (Who won't attack them until they get back up) is just cruel and unusual.
  15. Quote:
    Originally Posted by Another_Fan View Post
    Hmm 30 minutes a day would be too much. Now if it took you 90 days to put together a competitive build ? 120 ?
    To be honest I wouldn't waste my time making a build if I knew it would take me four months to complete it, however that is not because I am not willing to wait that long to IO him out. In four months PvP could be changed...again...and the who knows what the rules would be like then. The person I am IOing out could be completely useless in the 'new' PvP.

    If I had to wait four months (Way over what I would actually have to wait) to IO out my character completely and I knew that the current PvP was here to stay, I think that would be worth it. And all the while I would be playing that character and having fun with it.

    Note: I think it should be mentioned that I do not do things in 'all or nothing' fashion. If I know my build is going to cost 500mil I am not going to wait until I have accumulated that 500mil in order to start IOing/playing that character.

    Quote:
    Originally Posted by Another_Fan View Post
    Ok we have something of a changeup in terms here. The things you listed are the rewards for the people that do them. Basebuilding, RPing, Playing MA are considered rewards and fun on their own by the people that enjoy them. If you go over to the MA thread you can find people saying they don't go to any particular effort to level up their characters.

    You can even find people that have said in these forums that playing the market is the part of the game they find the most fun or its the only reason they have stuck with the game.
    What I meant was that these are activities which will not garner you transferable rewards. When I play MArcs I have fun (The ultimate reward) however that fun cannot be used to get a different kind of reward that will get me closer to my PvP Build.
  16. Quote:
    Originally Posted by Another_Fan View Post
    Just out of curiosity, how much less willing would you be if it it took you considerably longer ?
    To accumulate money overall, or to get to 50mil per day? I would still be willing to work for 5 minutes a day if I only earned 5mil per day. If I had to work for...30 minutes a day on the market in order to make 50mil per day, I probably would not do it just because I could be doing something I enjoy more that will get me the same, if not better rewards.

    In fact that is exactly what I do. When I have more time to play CoH I don't go to the market and 'play' it more, I get on one of the toons I consider fun and do Task Forces to build up Merits to roll for Rare Recipe drops and hope I get lucky. I also enjoy farming 54 bosses, and doing well written MA content. When I do the MA content I don't even care about the rewards, however that's probably because I know I am getting 50mil per day from doing nothing anyway.

    Quote:
    Originally Posted by Another_Fan View Post
    Just how willing do you think other people would or should be ?
    I can't speak for anyone else, but if they are anything like me then spending a lot of time at the Market for a small amount of money is not worth it.

    I think people should be willing to do some kind of work in order to get the rewards they want. Off the top of my head the things that will not get you rewards are:

    Role Playing- You can potentially get rewards from events where you have to role play (Costume contests).

    Mission Architect Missions- If you only do missions where you won't get rewards.

    Building Bases- If someone else is getting you the prestige you can spend all day editing your base which will only give you the reward of enjoyment...or fame if you show off to other people.

    For everything else (Unless I have missed something), you get transferable rewards of some kind that you can use to get other kinds of rewards that you want. Just keep in mind that not everything will get you the same amount of rewards in the same amount of time.
  17. Quote:
    Originally Posted by Another_Fan View Post
    Your only response seems be bbbbbut this is an MMO they should want to.
    I believe it should be phrased more like "But this is a MMO, that is how MMOs work."

    Personally I accept the fact that if I want to have every advantage I can get my hands on, I need to work my way up. The first thing I did was to identify the multiple ways to do that, and then chose the one that I found most enjoyable.

    Myself, I like Market PvPing for the plain fact that I am lazy. Making roughly 50mil a day while only having to log on for 5 minutes a day makes me giggle every time I think about it. If you don't find that enjoyable there's always doing things that will give you merits (Note: Not saying speed TFs. Running TFs the regular way grants the same amount of Merits per run.) so that you can directly buy or roll for the enhancements you want. If farming is your thing, racking up the inf (Or drops to sell for inf) can get you your sets as well. In short, there are a variety of choices including many I did not list. If, however, there are no choices that interest you I would recommend trying to come up with suggestions for the developers on how to implement content that you can have fun with while working for the 'gear' you desire.

    With 50mil/day income I can easily IO a toon out in no time, however there are a cornucopia of toons that don't even need basic IO slotting to function. My Thugs/TA Mastermind can wipe the floor with nearly any person he comes across in zones and he doesn't even have a full set of SOs! While he doesn't have as much offensive might, my Bots/Pain Mastermind has much higher staying power and can stay alive against the onslaught of most any strong single opponent and a lot of times multiple weak opponents. He doesn't even have any -KB IOs. My DM/Willpower Stalker has 2 sets of Crushing Impact and SOs and still does incredibly well. My point being: Yes 'gear' matters, however it didn't matter enough to me to add IOs (Or more than a couple) to the majority of my characters.

    To the Topic...

    Quote:
    I can honestly say that I find at least the procs desirable and would love to have them on a number of my toons, but that still doesn't create any incentive to actually PvP.
    I agree. I find it much easier to accumulate wealth then buy them. (Usually off my friend who has surprising luck with PvP drops.)

    The problem is that the devs need to find an equilibrium to the drop rate which will entice the populace in, while still keeping them 'rare.' At a 1 drop for every 2 kills rate people would swarm the zones to get PvP IOs (Who cares if you suck. If you even get 1 kill there's a 50% chance to get an IO). However at a 1 in 200 drop rate (What it is apparently at now) people, for the most part, won't bother trying. While I believe an equilibrium can be found...that's not exactly one of the devs strong points from my perspective.

    I think something that would help is the suggestion about PvP IOs dropping when you're defeated as well as when you score kills. That way even if you're getting the tar beaten out of you, you're still potentially making progress towards a reward.
  18. Correct me if I am wrong, but didn't they also use Dispersion bubble? I remember looking at their powers and thinking "Hot Dog! They can heal each other and I get myself some Mez Protection." Eventually I realized they had it but didn't use it because it was overpowered for the Bots to get such high levels of defense.

    Also, I'd like to echo the others that say Shush! Any attention will be bad attention for Robotics.
  19. Robotics/Pain Domination: Eccentric Computer

    The Battle Drones and Protector Bots are unorigonal, and the Assault bot is just there for giggles.

    Battle Drones: Beta, Delta, Gamma

    Protector Bots: Alpha, Omega

    Assault Bot: Carl
  20. Computer

    Focus Chi

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I like this thread simply because it's reassuring to know that I'm not the only person who neglects Aim/Build Up type powers either by skipping them or taking them and forgetting to use them .
    Me too! I would never skip Build Up type powers, however until I get recharge to the point of having them up every spawn I can never get my self to use it.

    Me: "Well Geez I could Build Up + Headsplitter that Boss...but what if I need Build Up for the next group?"

    *Next Group*

    Me: "I wish I would have used it in the last group since I don't need it in this group...but I might need it in the next group so I should save it."
  21. Question: Is there an absolute limit to the amount of control that we (The players) can have over our MArcs?

    To describe what I mean, I would abolutely love it if I could choose exactly where the glowie I just added to my mission was placed. I want to be able to choose where my boss objective is placed. I want to be able to place allies in the jail cells so that I can break them out. I want to be able to place chairs in a circle under the Atlas Statue and have Statesman and Recluse sitting in them drinking tea.

    I understand something like this has been asked before and the answer was something to the point of 'Power Levelers would abuse it, so no.' Perhaps it can be done like base raiding is proposed. If you want to edit your missions that much, Rewards are turned off. I don't know, I guess am just curious if anything has changed on this front.
  22. Quote:
    Originally Posted by Roderick View Post
    The page you linked is correct. Bosses have mag 3 mez protect. Mag 3 mez strips them of their protection, but does not mez them. You need to add the 4th point to actually accomplish anything.
    Doh! Ya what he said!

    (I meant to say you need 4 magnitude to overcome their protection, though I explained it incorrectly.)
  23. It has been a while since I have played my character with that proc slotted, however I am 99% sure that it does not agro when it procs.

    I want to say that the proc actually creates a pet on the target(s) meaning any agro would go to that pet rather than the caster, but I am not quite as certain about the mechanics.

    Quote:
    I would say that it's pretty much useless for a controller since most controller confusion abilities are mag 3 which means that they affect bosses already.
    Bosses have magnitude 4 protection from mezes, generally.
  24. Quote:
    Originally Posted by Ironblade View Post
    He was Citadel at that point. Also, all of Siege's lackeys had it since they use the same model. Also, as Weatherby points out (and illustrates) this has intermittently affected the soldiers in the Shard.
    As I recall it also affected the Siren's Call contact for Heroes (That you turned in your bounty to) for the longest time.
  25. Quote:
    Originally Posted by Deus_Otiosus View Post
    Thanks for the response.

    Would you mind reposting your build?

    When I imported the data chunk into Mids it brought up the build in my original post.

    Thanks
    Oops, sorry.

    Here is the build.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(9), GA-3defTpProc(19), GA-ResDam(21)
    Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(15), LkGmblr-Def(15), LkGmblr-Rchg+(17)
    Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal(19), S'fstPrt-ResDam/Def+(21)
    Level 8: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(25)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(27)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(29), LkGmblr-Rchg+(29)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(34)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Regen/Rcvry+(34), Mrcl-Rcvry+(36), RgnTis-Regen+(36)
    Level 26: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(37)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(37), Aegis-ResDam(37)
    Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45), RedFtn-EndRdx(50)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(48)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 49: Grant Cover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury



    Code:
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