Crim_the_Cold

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  1. Quote:
    Originally Posted by TonyV View Post
    I'm really amused at how people are so up-in-arms about failing the Incarnate trials. I mean, really, so what? You still got Incarnate experience for doing stuff, and it's not like you will never have another go at it. Not a big deal, chill out.
    It is the raid mentality.

    Must not fail.
    Must get exp
    To get slots
    To get components
    To get stuff
    For the slots
    To get more exp
    To get more slots
    To get more components
    To get more stuff
    For etc...

    There not much you can do about it. Talking to raiders can be like going to a civilization where everyone doesn't use personal pronouns.

    "Please allow Roy to introduce Roy's self." Offers hand. "Roy is Roy."
    "Roy's people not stupid, just use different language conventions."
    "Roy would like to know Crim's gearscore before letting Crim join Roy's Lamda Trial."

    Thankfully I'm using hyperbole to make a point and maybe get a laugh. CoH is nowhere near that point.

    Yet...
  2. I must be wierd. I view inspirations as a perfect way to create an awesome moment. Say for example on the Lamda Trial someone was unintentionally griefing by not knowing how to use their molecular acid on the portals and a large group of enemies builds up around Praetor White. Even on a blaster I'll pop every insp in my tray, jump in and start blowing things up till I cant target anything. I don't care if I wind up in the hospital. I just want to defeat as many as I can before I drop. Sometimes you get unlucky and get dropped as soon as you step up and the team that followed you in gripes about you getting them killed. Sometimes you end up looking around at your teammates and wondering where the enemies went.

    TL DR: To me inspirations are portable scrapper lock.
  3. I prefer "Heaven's Dark Harbinger, The Calamity" and yes I am and will always be a FF7 fan.
  4. Why not? It would eliminate Tyrant and all his Praetors, destroy the Praetoreian Hamidon, end the terrorist faction of the resistance, and prevent a potential drain on Paragon City's economy from war refugees.

    Just kidding! Don't hit me with the winkie emoticon. I promise to nuke responsibly.
  5. Yes the Incarnate system is healthy for the game. Not everyone is going to use it to make their characters capable of a little everything. Some are going to use it to specialize further into their archetype's specialty. Take my main Crim the Cold.

    Crim the Cold is a Fire/Mental Blaster. His IO sets currently make him have capped hp, 41.5% damage before assault is added in, around 75% extra accuracy, 95% recharge, and so on and so forth. His Alpha is Musculature, currently the rare core that gives 45% or 22.5% for ED capped powers. He has Inferno and it averages around 2k damage with build up and aim.

    My goal with him is to make him to as much damage as often as possible. That goal has been proceeding well beyond my expectations. I'm not sure what use I will have for the Lore pets but I'm sure I'll find something. The other slots I know what I'm putting in them.

    Judgement will be Ion Core Final Judgement. 40 target nuke 621.122 damage and a 20% chance for 232.9135 damage. (Musculature alpha added in) Yes Please!

    Interface will be Reactive Radial Flawless Interface: 25% -RES, 75% moderate fire DoT. More damage and -res for more damage, both achieve my goal.

    Destiny will be Ageless Core Epiphany: +100% end, +70% rech first 10s, 40% next 20s, 20% next 30s, 10% last 60s (120s total), +800% recov first 10s, 300% next 20s, 200% next 30s, 100% last 60s (120s total), 60ft radius. Oh My God I get to use Aim, Build up, Ion Judgement, and Inferno, wipe out a huge amount of enemies possibly even bosses, use Ageless Destiny and regain all my endurance, have a big boost to my recharge, and while I may not be able to recover for 20 seconds (it depends on if I use Drain Psyche) I wont use up my entire endurance bar in those 20 seconds and the boosted recovery afterwards will repair any damage I do my blue bar during that time.

    Oh... wait a second... Ageless hits the whole team? So... all the blasters on my team can use their nukes simultaneously... and keep doing what they do best afterwards?

    You may fire when ready commander.




    Or to put this in a way that people who use lol speak can understand...
  6. Removing the I13 PVP changes, removing all travel suppression in PVP, removing rooting in pvp, and adding some optional pvp games for the arena such as Capture the Flag, Zone Capture, and Incarnate Deathmatch.

    Capture the Flag would be set up so that flag bearers are under travel suppression. Flag bearers would also be selectable as a waypoint on the map.

    Zone Capture would be set up with 5 interactable objects, aka beacons, that change to destructable objects. Each beacon under your teams control adds 1 second per second to your teams timer. First team to 3 minutes wins. If a beacon under a team's control is destroyed, they stop gaining time from it and it can be captured by the other team. The beacons are buffable, have a base regen rate of zero (regen buffs wont work on them since 500% of 0 is 0), and can be healed though they have 75% resistance to healing.

    Incarnate Deathmatch would be a Free for All Death Match with a set duration and unlimited lives. One player would be randomly selected as having the Blessing of the Well buff making them almost as powerful as the players become in Mender Ramiel's first mission. The Dot effect would be reduced to about 50 dmg per tick, the untouchable status removed, and the players regen would not be raised by the buff. There are 2 ways to gain points: Kill the player currently affected by the Blessing of the Well which grants 10 points and the buff, or Killing players while affected by the Blessing of the Well which grants only 1 point. Whoever has the most points after time expires wins.

    Also the winning player(s) of any arena match can once every 20 hours chose between 5 reward merits or a random reward table. The different reward tables would be 50% chance for Bronze, 20% chance for Silver, 15% chance for Gold, 10% chance for Platinum(for purple recipes), and 5% chance for PVP. After the timed reward has been earned the winner(s) receive one random large inspiration.

    To bad this would take more than 1 day to do...
  7. Crim_the_Cold

    Plant/Storm

    Thanks for the correction about the creeper patch. I mostly team with my SG and Coalition so on teams I rarely need defense. When I do I flash Hurricane and then focus on whatever was hurting me. This ends badly for anything but AVs. Solo I herdicane all the time so I almost never need defense. The combination of to-hit debuff and resistance from shark skin in my opinion makes a great layered defense.

    Also I feel this needs to be brought up. If you want to/like to use snow storm, thats great. Its a good debuff and it helps mitigate a lot of damage, but please dont pick a bright eye-blinding color for it. The melee toons on your team will appreciate it if they have ever teamed with a stormy that picked bright white for their snow storm.
  8. Crim_the_Cold

    Plant/Storm

    I'd like to get into the build discussion. Here's a build I'm working on. It is a little expensive but I've got a SS/Fire/Mu brute that I farm with and I'm about to tear apart a pvp blaster with around 24 pvp ios and 10 level 53 HOs so I think I can afford it. This build is capable of having 2 tornados, 1 waterspout, 2 carrion creeper patches, and 3 lightning storms out all at once.

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

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Gale -- Empty(A)
    Level 2: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(5), GravAnch-Acc/Immob/Rchg(9), GravAnch-Hold%(9), GravAnch-Immob/EndRdx(11)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(13), CoPers-Conf%(13), CoPers-Conf/EndRdx(15)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(46), RedFtn-Def(46)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A)
    Level 14: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(17), FtnHyp-Sleep/EndRdx(23)
    Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(23)
    Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(21), UbrkCons-EndRdx/Hold(21)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(50), DarkWD-ToHitDeb/EndRdx(50), DarkWD-ToHitdeb/Rchg/EndRdx(50)
    Level 22: Stealth -- LkGmblr-Rchg+(A)
    Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(34), RechRdx-I(34)
    Level 28: Thunder Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), S'bndAl-Dmg/Rchg(37), RechRdx-I(37)
    Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40), Apoc-Dmg/Rchg(40)
    Level 41: Water Spout -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
    Level 44: Shark Skin -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(45), ImpSkn-Status(46)
    Level 47: Summon Coralax -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48)
    Level 49: Super Speed -- Empty(A)
    Level 50: Spiritual Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(25), EndMod-I(25)
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 2.25% Max End
    • 4% Enhancement(Confused)
    • 141.25% Enhancement(RechargeTime)
    • 69% Enhancement(Accuracy)
    • 41.97 HP (4.126%) HitPoints
    • MezResist(Confused) 15%
    • MezResist(Held) 15%
    • MezResist(Immobilize) 19.95%
    • MezResist(Sleep) 17.2%
    • MezResist(Stun) 15%
    • MezResist(Terrorized) 15%
    • 27% (0.451 End/sec) Recovery
    • 12.92% Resistance(Fire)
    • 12.92% Resistance(Cold)
    • 2% XPDebtProtection



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  9. Just stumbled on this, and let me join the crowd in saying NO to the praetorian pets. Am I willing to wait YES.

    I do not like the current storyline being tied so closely with Praetoria. I am willing to put up with it but I do not like it. Tyrant had better not be the big bad of the game. We the subscribers deserve better than an alternate dimension Statesman as the big bad. The storyline for the Incarnate content does not feel epic. It feels like we are dealing with another Reichsman this time with a better Evil HR Department. The missions and task forces so far have been fairly good mostly because they have different mechanics and can be done in a short amount of time. The one exception was the very first mission of the incarnate arc which was epic and still exists almost like a promise that better storylines await once the current obsession with Praetoria is finished.

    My hope is that we are being set up for a twist change in the storyline. Something like - Tyrant was trying to conquer our dimension because it would be a better place to make a stand against the Coming Storm. About the time we beat Tyrant, whatever the Coming Storm is arrives/breaks free/is set in motion/whatever fits whatever it is and we all find out that the Well set us against Tyrant in order to make all of us strong enough to stand against what is Coming. Sadly we haven't gotten as powerful as we needed to and so we escape Praetoria just before the Coming Storm wipes it out. The Coming Storm's next target is the Rikti Homeworld and so we go to try and save it. We succeed but that draws the attenntion of the Coming Storm to our home dimension. As part of It's assault on our home dimension it attacks Ouroboros. Since the Menders send themselves back in time it attacks them far in the future hoping that we cannot interfere. Mender Ramiel sends us to what he terms the first version of Ouroboros. He sends us to right before the attack on Ouroboros where we escape with the other Menders while Ramiel stays behind to cover our escape. The Menders rebuild Ouroboros, the one we know, in a more secure location figuring that since the Storm thinks they've been destroyed it won't look to hard and so they just need to avoid being stumbled upon. We stop the Coming Storm at different points in time(in other words more Trials and TFs) and grow powerful enough that we are at the pinacle of Incarnate power. At this point Ramiel reconfigures a crystal so that we arrive just in time to save him and send him back in time. The final task would be a confrontation that would test the new raid set-up to its fullest.

    Of course I want the Coming Storm to be Rularuu and I always will. I could actually flesh that story line out completely using Rularuu but that is better placed in the suggestion forum.

    TL DR: No to Praetorian Incarnate Pets, Yes I'm willing to wait for better choices. And for the sake of the game please don't tie all the Incarnate Content to Praetoria. Tyrant does not deserve to be the big bad of this game.
  10. I'm sad. I was planning on making a mini toon for pvp called Bull-E (just a mini bull toon using the bull head I saw teased about) but the name is taken on Freedom. I do have El Chihuahua though so I guess I will just have to be happy with a mini dog toon instead of a little bull.
  11. This is awesome! Thanks for all the hard work.
  12. I guess I can:

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(42), S'fstPrt-ResKB(42)
    Level 2: Body Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(36)
    Level 4: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(37)
    Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(43), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResDam(45), S'fstPrt-ResKB(45)
    Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-ResDam(42), S'fstPrt-ResKB(43)
    Level 18: Burst -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(25), Armgdn-Dmg/EndRdx(31)
    Level 20: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 22: Stealth -- LkGmblr-Rchg+(A)
    Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Focused Burst -- Apoc-Dmg(A), Apoc-Dmg/Rchg(27), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(37), Apoc-Dmg/EndRdx(37)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Concentrated Strike -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34), RechRdx-I(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- Amaze-Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(40)
    Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(45)
    Level 44: Melt Armor -- RechRdx-I(A)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 5.625% Defense(Psionic)
    • 6.75% Max End
    • 92% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 105% Enhancement(RechargeTime)
    • 90.36 HP (6.748%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 2.2%
    • 23.5% (0.392 End/sec) Recovery
    • 16% (0.894 HP/sec) Regeneration
    • 11.34% Resistance(Fire)
    • 11.34% Resistance(Cold)



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  13. Warning Brag Post

    I've been working on a KM/Fire/Blaze scrapper for the last two weeks. I finished slotting IOs last night and have a perma hasten build, 175% recharge, with 16% damage. I still have to work on getting my alpha boost built but as it stands now here is the sum of my in game experience.

    Its easily the most fun I've had recently in game. One of the highlights was last night when I helped a guy with Trapdoor. He had already tried once and had to reset because of all the bifurcations. We get to Trapdoor and I tell him I'll solo him, and tell him to just watch. Before power siphon and fiery embrace are gone he was down, no lava used. I've never had a character do as much damage as this one can. Even the shield scrapper I built just doesnt feel as powerful. I think a large part of that feeling is that my KM/Fire only needs the enemy he is attacking to power up. The other thing I've noticed is that my blue bar doesnt move at all when I'm running my single target attack chain and it will slowly drain if I'm constantly running my AOE chain with no breaks between mobs and this is all without any endurance accolades. Since I don't need any endurance reduction I think I'm going with the Musculature Alpha boosts with the eventual goal of the Core Paragon boost and I'm going to see just how damaging I can make this beast.

    I haven't tried soloing a pylon yet but when I do I'll be sure to post my time in the results thread if I can manage it.
  14. Quote:
    Originally Posted by Lord_Nightblade View Post
    Hey, if it gets more men to pee in the urinal, I'm all for it.
    I hate urninals. Until they get the same privacy as toilets in stalls I will continue to hate them. And yes the idiots who can't for some reason aim will piss me off no matter where they are.
  15. Crim_the_Cold

    A plea for help.

    Quote:
    Originally Posted by Rajani Isa View Post
    One thing that works :

    Send yourself a blank email first. When it successfully end up in your box, reply to it and load the reply with the goodies.
    Wow that is a really good idea! Thanks!
  16. You know its only after reading this thread and taking a closer look at the female model that I realized what was bothering me about. I've never made a female character that lasted past level 10 and now I know why. It isn't the boob slider though thats bothered me. Its the way that the upper body is so much smaller than the lower body. That and the twiggy arms. Them twiggy little arms. If you max out the physique slider the character doesn't look stronger, they just look... wider.

    There isn't much that can be done about it though. Giving female characters an option for a more powerful upper body would require either a split in the physique slider allowing for seperate sizing of the upper and lower body (so that you can get a larger upper body without super wide hips and thighs) or making an alternate female model that has a much more powerful build. Either option probably isnt going to happen since so many costume peices would have to be rebuilt.

    But ya thanks everyone in the thread, trolls and all, for helping me realize what it is thats been bothering me about the in-game female character model.
  17. Just some ideas I've been tossing around but how about adding caltrops to the soldiers and the spec ops as well giving the commando gun drone. Or Giving the soldiers frag grenades, the spec ops liqued nitrogen grenades, and the commando a napalm grenade. Also replace Serum, take a risk and break the cottage rule, with something, anything... Wait a second I have a completely implausible idea for it. The coding nightmares and bugs it could introduce alone would be worth it.

    Keep Serum(reduce its recharge time to 5 minutes, change it to be a 20% resistance buff and 400% regen buff for all pets) but include a choice at level 18 for another mutually exclusive power(IE you an only pick it or Serum not both). Lets call this other power Armor Peircing Rounds. It should do one of two things depending on how the devs want to handle it. It could either provide a substantial, 60%-80%, lethal damage buff for all of his/her pets or act like Fiery Embrace and add a extra 40% lethal damage to the base dmg for all of his/her pets. In either case the duration would be 1 minute with a 20 second period of 20% to-hit debuff after the buff ends. Its recharge would also be 5 minutes.
  18. Not only were the power rangers well done but the enemies were to. That Goldar was really well done.
  19. Has anyone ever ran a Mothership Raid where every grate on the ship gets bombed? I know there are 4 sections with 6 grates each so thats 24 grates total. Most Raids I've seen just get 3 grates to spawn the GM and then go sit in the bowl. I wonder how much of a logistical nightmare it would be to coordinate the bombing of the other 21 grates. You'd need 21 unteamed characters carring a tray of lucks but it should be possible. You would just make 9 unteamed duos and 1 unteamed trio were one tanks while the other places and then trade off. It'd be crazy if it was pulled off. I wonder how long the shields would stay down?
  20. The trade has been completed. Thank you Mind Over Matter! This guy is awesome and can be trusted.
  21. Just in case you missed my PM, I've got the items squared away on one of my villains on Triumph server. He is parked in Cap Au Diable. I'll be on for another hour or two tonight and I'll try be on tomorrow but I have work from 3-8PM central time zone tomorrow. Not sure how we're going to manage the trade since you want all the enhancements and a character can only hold 10 at a time but I'm sure we'll manage. Thanks.
  22. I'm so close to finishing my tank's build I can taste it. Unfortunately I'm also out of money. I do have several enhancements that I can trade though. I have 5 LotG 7.5%, 5 peices of apocalypse, 5 peices of unbreakable constraint, and/or 1 numina +regen/+recovery that I can offer for it.
  23. My elec armor/ dual blades tank used vital strike combo and 1000 cuts combined with my damage aura to tear them apart.
  24. Crim_the_Cold

    DP/EM build

    I went for smashing/lethal defense in this build. It would be nice if anyone could suggest some further improvements. After I got over the softcap on smathing/lethal I didn't know what else to slot for so I added some ranged defense and some recharge. Also could use some suggestions for what to slot for my alpha boost. The build was made with I19 in mind and has left two slots open for inherent stamina.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Energy Manipulation
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Teleportation
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Pistols
    • (A) Thunderstrike - Accuracy/Damage
    • (17) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Power Thrust
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    Level 2: Energy Punch
    • (A) Kinetic Combat - Accuracy/Damage
    • (5) Kinetic Combat - Damage/Endurance
    • (7) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    Level 4: Dual Wield
    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Damage/Endurance
    • (15) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (17) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 6: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (42) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (50) Kinetic Combat - Damage/Recharge
    Level 8: Empty Clips
    • (A) Positron's Blast - Accuracy/Damage
    • (9) Positron's Blast - Damage/Endurance
    • (9) Positron's Blast - Damage/Recharge
    • (23) Positron's Blast - Damage/Range
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    Level 10: Bone Smasher
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance
    • (11) Kinetic Combat - Damage/Recharge
    • (13) Kinetic Combat - Damage/Endurance/Recharge
    Level 12: Swap Ammo
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 16: Bullet Rain
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    Level 18: Executioner's Shot
    • (A) Thunderstrike - Accuracy/Damage
    • (31) Thunderstrike - Damage/Endurance
    • (31) Thunderstrike - Damage/Recharge
    • (33) Thunderstrike - Accuracy/Damage/Recharge
    • (33) Thunderstrike - Accuracy/Damage/Endurance
    • (40) Thunderstrike - Damage/Endurance/Recharge
    Level 20: Weave
    • (A) Defense Buff IO
    • (21) Defense Buff IO
    • (21) Defense Buff IO
    Level 22: Build Up
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 26: Piercing Rounds
    • (A) Positron's Blast - Accuracy/Damage
    • (33) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Damage/Range
    • (34) Positron's Blast - Accuracy/Damage/Endurance
    Level 28: Aid Other
    • (A) Empty
    Level 30: Teleport
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (46) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    • (46) Jaunt - Endurance/Range
    Level 32: Hail of Bullets
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 35: Boost Range
    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 38: Total Focus
    • (A) Kinetic Combat - Accuracy/Damage
    • (39) Kinetic Combat - Damage/Endurance
    • (39) Kinetic Combat - Damage/Recharge
    • (39) Kinetic Combat - Damage/Endurance/Recharge
    Level 41: Snow Storm
    • (A) Empty
    Level 44: Frozen Armor
    • (A) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Defense Buff IO
    • (45) Defense Buff IO
    Level 47: Aid Self
    • (A) Doctored Wounds - Heal/Endurance
    • (48) Doctored Wounds - Recharge
    • (48) Doctored Wounds - Heal/Recharge
    • (48) Doctored Wounds - Heal
    • (50) Doctored Wounds - Heal/Endurance/Recharge
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
    Level 1: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 23.6% Defense(Smashing)
    • 23.6% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 14.3% Defense(Energy)
    • 14.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.1% Defense(Melee)
    • 14.3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4% Enhancement(Heal)
    • 57% Enhancement(Accuracy)
    • 28.8% Enhancement(RechargeTime)
    • 12% FlySpeed
    • 90.4 HP (7.5%) HitPoints
    • 12% JumpHeight
    • 12% JumpSpeed
    • MezResist(Immobilize) 13.8%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 13.5% (0.23 End/sec) Recovery
    • 5.99% Resistance(Fire)
    • 5.99% Resistance(Cold)
    • 12% RunSpeed



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  25. Crim_the_Cold

    Laser Rifle set

    Just a quick post due to time. I always imagined that lasers in game would be a mix of energy and fire damage. The secondary effect of -regen is a pretty good idea. Another gimmick, in case -regen of any amount is unacceptable on a blaster, could be increased range. Increase the range on the standard blasts to 100 instead of 80. You have inspired me to do a full set write up however it will be later today when I can do it.