Dechs Kaison

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  1. Quote:
    Originally Posted by Thirty-Seven View Post
    Quote:
    Originally Posted by EU_Damz View Post
    Everytime a new issue is close to release, i get a ton of new character ideas in my head and refuse to make them until it comes out. GR is no exception
    This.
    This.
  2. Quote:
    Originally Posted by Bubbawheat View Post
    How many Hero PuG members does it take to change a light bulb?

    Let's see, The tanker tries to herd the new lighbulbs up to the light socket, The defender is just standing around with their heal aura on auto, the blaster somehow faceplanted, The scrapper has moved on to the next lightbulb down the hall, the controller cages the new lightbulb so no one can get to it, and everyone eventually quits before it gets changed.
    Steelclaw, I regret to inform you, but you've just been upstaged.
  3. Quote:
    Originally Posted by Deacon_NA View Post
    After hearing your chat about this in the VU channel, I thought I'd check this out.

    With the below build, s/l is at 44.9, but in return is a boost to f/c to 31.8% and, most imporantly... it includes Taunt (so your teammates WILL survive too). Additionally it includes 2 other ranged attacks so you can have no problem maintaining ranged aggro.
    I appreciate the suggestions, but there's a few things that I don't like about the build. I don't think KC alone is enough accuracy, and even with the two global acc bonuses, I don't have capped accuracy on more than +1s. Accuracy is more important to me than damage, especially in this case because of gauntlet.

    Second, the Earth Mastery powers are there for theme.

    Finally, I'd rather drop Oppressive Gloom than Soul Transfer. Crap happens, and when it does, I think Dark Armor has the best self rez ability for a tank, in that it saves your teammates by stunning everything that just lost your aggro. I've also heard that OG is terrible for aggro management, and it makes sense. Stunned enemies that walk out of range could easily lose aggro.

    I do like the inclusion of taunt, so I'm working something up to put it in. I also want to move the order of powers around to make exemplaring a bit easier. This hasn't been the most enjoyable ride to level 22. I'll post when I figure it out.
  4. Quote:
    Originally Posted by Sarrate View Post
    Just because an attack deals s/l damage doesn't guarantee that it will be typed as such. (Non-positional psi demonstrates this.) In this case, Fireball is only flagged as Fire / AoE, despite having a smashing component.
    I am aware of how attacks are typed. The point is, I couldn't think of anything that was typed F/C and AoE but not S/L.

    Fireball is one. Is there anything else?
  5. Alright, semi-final iteration here. I honestly don't see any room for improvements, but I'm still open to suggestion.

    It's still pretty heavy on the endurance, but I'm not worried. A big end hog is tough, and I can probably leave that off unless I'm fighting really high level Cimerorans. The softcap should be enough mitigation from S/L. Also, I'm not planning to be the team's DPS, so if endurance starts to dwindle, I'll just cycle the couple of AoE attacks to maintain aggro. With Murky Cloud, I doubt I'll have to worry about sappers.

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  6. Welcome to the game and the forums!

    Quote:
    Originally Posted by SolenopsisInvicta View Post
    Blaster (I heard they sucked at soloing later though? Is that true? I heard good at first, but die tons later. Thats my only worry with this class, otherwise they would probably be my top choice)

    Controllers (these look like fun, and would be my 2nd choice, unless Blasters are no good solo)
    Blasters die a lot on large teams if they don't know how to control the aggro they generate. Many blasters let loose the AoEs and suffer the consequences. If you back down to single target attacks, you'll do less overall damage, but you'll stay alive. I guess that means you end up doing more damage.

    Blasters running solo... is a different story. This depends way too much on the powersets. Ice and electric blasters can solo very easily because they have lots of control options. My Assault Rifle blaster solos well too. A fire blaster could have some trouble.

    Controllers are another animal. These guys seem terribly slow to level until the level 32 pets that you get (level 18 for illusion). After that, the game is a joyride.

    Blaster or Controller?
    Pain later or pain now?

    Defenders: This may come as a surprise to you, but the most powerful teams in CoH are all defender teams. If you're going to solo, make sure you take sonic blast. Sonic debuffs resistance, and since defender damage is low, but debuff is high, sonic is your best choice for doing damage.

    Also, keep in mind the power customization. I've seen dark armor colored to be sand armor. I've seen radiation blast colored to look like water. I've seen electric blast colored white to look like web blast. You can make anything look like almost anything else.
  7. Quote:
    Originally Posted by Local_Man View Post
    Like other Blaster nukes, it drains your endurance. The main reason to slot EndMod into Thunderous Blast would be to increase its Endurance Drain. (I like to use Power Boost + Thunderous Blast on my Dark/Elec and Kin/Elec Defenders, as that fully drains the endurance of most foes who survive.)
    Also, doesn't Thunderous Blast have a chance to return endurance to you?

    More end mod would mean more returned.
  8. Quote:
    Originally Posted by Finduilas View Post
    The 4 slots of Imperv in Dark Embrace certainly do give you a nice +end bonus, but I wasn't talking about that. I was talking about the single Imperv Armor Psi resist IO in Murky Cloud, which does absolutely nothing, bonus-wise, other than give you the 3% Psi resist. *That* is the one I think you should move and use to better slot Combustion.
    *facepalm*

    Don't worry, that facepalm is directed at me. I feel like a moron.

    Thanks for pointing it out.

    I think it's just a relic of having the full Imperv set there to begin with. I never removed it because I couldn't think of a better place at the time, and then forgot about it.

    I guess with 80% Psi resist and the end drain resist, I'll still be able to laugh at carnies and psi clocks.
  9. Quote:
    Originally Posted by Finduilas View Post
    Well, F/C/AoE damage that doesn't have a S/L/E/NE component, so IMO that's a relatively small worry given how uncommon F/C damage is. And you've got some resists and Dark Regen to compensate.
    Exactly my thoughts. I shouldn't have anything to worry about from F/C damage. In fact, I can't think of any F/C/AoE attacks that don't have S/L components.

    Quote:
    Originally Posted by Finduilas View Post
    I know you want to keep that soft-capped E/NE defense, but I'd still consider the low end red in Death Shroud to be a problem, especially given that Dark Regen--the other big end-eater in the set--is only marginally slotted with enough end reduction. If you run into end problems later, the first thing I recommend is adjusting your DS slotting to include more end red.

    The Imperv Psi resist IO in MC seems pointless to me; you already have over 80% resist to Psi, an extremely rare damage type! Combustion is a important component of FM, and it's currently woefully underslotted, especially for damage and end reduction. Using that 5th slot in MC to more fully slot Combustion will do far more for you than another 3% Psi resist. Personally, I'd also pull the fifth lot from Scorch and leave it slightly underslotted to provide a fifth slot to Combustion, I think it will benefit you more there.
    The Imperv Psi resist is more there for the set bonus it gives me, namely 2.25% max end. Higher maximum endurance equates to more recovery. Yeah, I don't need more psi resist, but nothing else from the set was going to benefit me. Doing the math, I gain as much endurance recovery out of the set bonus as would I lose endurance consumption by slotting DS better.

    The scorch suggestion I like. It will probably end up as a non-used attack. And that slot could be used to better effect on combustion for sure. The way I have it now is assuming that I won't use combustion at all, but it's likely better to not use scorch.

    Thanks to the ToE proc, I have already seen Dark Regen fill both of my bars, and I'm only level 15! Once I do get endurance reduction into it, I'm fair certain I won't have problems. Some of my biggest end hogs are tough/weave. In the worst case scenario, I think I can shut off tough and rely on my softcap and remaining resist to keep me alive.
  10. Alright, I changed the two Gift of the Ancients sets into LotG sets. I didn't really lose the 1.8% max end bonuses, because I had seven of them. What this gained me was accuracy bonuses. Now I'm comfortable changing the generic acc IOs in the attacks to acc/dam/end.

    On to the important numbers: 45.5% S/L defense. 44.9% E/N defense. 12 KB protection. 1.65 end/sec gain with all toggles on, 1.85 if you calculate the proc. My "hole" is now fire/cold damage, which I have 47% resist to and only 21.2% defense. Both melee and ranged defense is higher than that, so my only real worry is fire/cold AoE damage. Even then, I've still got dark regen and the PBAoE stun.

    New build:

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    What do you think?

    Thanks again for your time.
  11. Quote:
    Originally Posted by Finduilas View Post
    Hey, you edited this--the build I looked over at work was slightly different. No biggie, just confused me at first.
    Yeah, I mentioned the edit in the OP, and I just made a second edit. I changed the End/Res to the Res from Impervium for another bonus, and added a slot that I saved from Murky for the Psionic resist from Impervium for the +max end.

    Thank you for the suggestions, I'm 0.1% shy of the E/N softcap and I'm over the S/L now. I'm a lot happier with it, thank you!
  12. But will it do anything else well?

    Namely, I'd like it to hold aggro. I don't care what kind of damage output I have so long as I can get and keep the attention of the enemies.

    This is my first tanker, so there's probably some obvious holes that I'm completely oblivious to.

    EDIT: I changed some things around, and now it's only at 44.3% S/L, but the E/N is now 43.7% to plug the energy hole. Take a look, tell me what you think.

    EDIT2: Thanks to Finduilas' suggestions, I'm at the softcap for S/L/E/N.

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    Thanks for your time and comments!
  13. Don't forget, even a pair of fire/fire blasters can take different epic pools.
  14. Quote:
    Originally Posted by SpaceNut View Post
    There will always be min/maxers who work to create the optimal build, and those who do their best to copy those builds.
    The optimal build... for what?
  15. My personal take: I think it worked. IO's brought a new level of "cram as much utility into the power as you can," but all in all, it has diversified the builds.

    For instance: Now you have blasters that are S/L softcapped, but others who nuke every 20 seconds. Some are ranged softcap hoverblasters. Still others are AoE kings with so much damage bonus that they kill large groups in a few seconds. Even others are built to offer single target DPS to the exclusion of all else. Another category are the blast-dominators, who focus on the control abilities of their sets.
  16. Quote:
    Originally Posted by Teeth View Post
    A friend of mine deleted his only level 50 Hero, and he can still make Kheldians. I'm posting this because I know that has come up as a question before.

    Of course, if we get a repeat of the bug where you can't make a Kheldian unless you log on an existing 50 first, we expect him to lose his option. Until then, he seems to be able.
    The ability to make a kheldian is just a flag on your account that says "you can make a kheldian." Sometimes that flag gets cleared, and we don't know why. That's the bug. It's easy enough to renew the flag, just log into your level 50 character for a second. If you delete your fifty, you'll be able to make kheldians until that flag gets cleared, but you won't have a way to renew it.

    Think of it as a browser cookie that lets you visit a special website. If you clear your cookies or the cookie expires, you can no longer get to your special site until you get the cookie again.
  17. Quote:
    Originally Posted by RaikenX View Post
    OMG...how could i forget LRM Missle????
    Long Range Missile Missile.
  18. Dechs Kaison

    trenchcoats

    Yep. All you need is three months of paid time. It doesn't have to be consecutive.

    Edit: CURSE YOU DUMPLE and your fast typing.
  19. Quote:
    Originally Posted by Oedipus_Tex View Post
    Thoughts?
    But... you didn't give me a penny.
  20. Quote:
    Originally Posted by Happy_Cat View Post
    Silly question regarding the above build: I thought you couldn't get more than 5 bonuses of the same type from IO sets...

    The above build has more than 5 ranged def. bonuses.

    Is the 5 rule only applied for certain bonuses?
    Five of the exact same bonus.

    Best example is you could get five 5% recharge bonuses, then five 7.5% recharge bonuses, then five 7.5% LotG recharge bonuses.
  21. Quote:
    Originally Posted by Sardan View Post
    That'd be a nice feature to add to Mids at some point.
    Standard Code Rant?

    Heh. Honestly I'm just happy that the program was updated for i16 and still works after the ownership swap. Ask two programmers to do the same thing and they'll both have different ways of doing it. Ask one programmer to edit someone else's program and he can easily become lost in code. All I can figure is that the code was commented very well.

    I guess that means we should really thank Titan Network for taking up the job of maintaining it. I'd volunteer to help out, but unless it's written in assembly, I'm not likely to be able to do anything.
  22. Dechs Kaison

    Bind Question

    Quote:
    Originally Posted by Master-Blade View Post
    After messing with that option, I found you can do something like this:
    /bind KEY optionset BuffSettings 101010
    That will keep only Auto buffs on, and remove toggles.

    000000 will make it act "normal" with all buffs.

    If you experiment with the numbers for a while, I'm sure you can find a combination that works for you and bind it to a key.

    I'm working on trying to figure out what each digit stands for...

    Edit:
    I'd just like to say that I'm doubly impressed by this. Not only were you able to figure it out, but you took the time to do it for someone else.

    It's helpful people like you that make the CoX community what it is.

    Bravo.
  23. Dechs Kaison

    Bind Question

    If it exists, it'll be here:

    http://paragonwiki.com/wiki/List_of_Slash_Commands

    Forgive me for not wanting to look through it myself.
  24. Quote:
    Originally Posted by BrandX View Post
    I'd also love to see a Dual Pistol buff/debuff set! Oh how I have a concept in mind for that. But it requires being able to shoot people to heal them!
    Because Trick Arrow has a healing arrow?
  25. Dechs Kaison

    Range and AOEs

    [Boost Range] [Full Auto]

    Need I say more?