Deliverance_

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  1. Deliverance_

    New to the game.

    Quote:
    Originally Posted by Forbin_Project View Post
    The above is great advice. The biggest difference between playing WoW and CoH is where the emphasis on content is. WoW focuses on adding stuff to the end of their game while our devs continually add stuff everywhere else. A player here can make several different characters and each one will have done different missions unless the player deliberately chooses to run the same things over and over.
    Completely false, the emphasis on this game is getting to the end and rerolling an alt. I'm not saying that's a bad game, but at the end of the day that's what it's all about here.
  2. Deliverance_

    New to the game.

    There isn't really a best class, nor even so much as classes here. There is so much variety that can be found by mixing the sets that imo if they were to be broken down into classes we'd have the game with the most classes on the market.

    For ease of getting to know the game for the first time i'd suggest a Scrapper for hero side or Brute for villain side and choose a low maintenance secondary such as willpower, both have very good survivability and great damage. I went with Blaster as my first toon when the game originally came out on the EU and found that it really wasn't the ideal first choice, brilliant once you've learned about the game somewhat though.

    That being said, the game has moved on somewhat since then and things are dare i say it, easier. So while i suggest you keep Scrapper and Brute in mind and look at the various combinations you can make with them, if they're not your type of playstyle then just pick an archetype and combination of sets that most suits you/you think you'll have fun with as you really can't go wrong, everything is either good or great in this game.
  3. Normally i just follow others builds from the get go but on my new toon i decided to have a bash at it, i don't usually play red side much compared to blue and i think the only brute i've played was DB/WP when i reactivated for a while when DB first came out, it still has basic IO's with the Odd recovery/regen uniques.

    The build seems to be going in the right direction but i'm not sure if i could be getting more out of it, I only have about a bil on redside so will likely need to farm a bit for merits and inf.

    Cast you're eyes over this please and point out where i've ballsed up or could just plain slot it better. The Patron pool i'm not fussed about, so if better slotting could be gotten from MU then so be it, all i'm really interested in there is the extra AoE anyway.

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), T'Death-Acc/Dmg(37)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(3), ResDam-I(5), ResDam-I(43)
    Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg(15)
    Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam/Rchg(31)
    Level 6: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(7), Heal-I(7)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), T'Death-Acc/Dmg(29)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 14: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Numna-Heal(36)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Heal-I(27)
    Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Build%(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(46)
    Level 22: Tough -- RctvArm-ResDam/Rchg(A), S'fstPrt-ResDam/Def+(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 24: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(29)
    Level 26: Indomitable Will -- EndRdx-I(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(39)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 38: Super Jump -- Zephyr-Travel(A)
    Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43)
    Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Darkest Night -- DisWord-ToHitDeb/Rchg/EndRdx(A), DisWord-ToHitDeb(48), DisWord-ToHitDeb/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 23% Defense(Smashing)
    • 23% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.9% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 33% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 286.7 HP (19.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Confused) 1.65%
    • MezResist(Immobilize) 13.2%
    • MezResist(Stun) 2.2%
    • 9.5% (0.16 End/sec) Recovery
    • 114% (7.13 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 5% RunSpeed




    Code:
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    |-------------------------------------------------------------------|
    Edit - The Ragnaroks are only in there because i already have 3 of the recipes stored, feel free to replace them with something else as i can always use them on another toon to save on inf getting the other two. Im also not sure on the necessity for superjump either outside of the fact it takes zephyr's, i have both ninja run and the backpack perma from the account upgrades, plus temp travel powers are a dime a dozen.
  4. Deliverance_

    The BEST Brute

    Ah thanks for pointing that out, i hadn't known that they get a lower cap on the power than scrappers. I know that without debuffs it seems to cap out at around 800 ish on a scrapper and had seen some folks bandy numbers like 600 for Brutes around but i'd wrongly assumed they perhaps just weren't using it right, but if it's capped lower then that explains it.

    I almost went with shield on the Brute i just made but changed my mind at the last minute due to having played my scrapper version too much and went with willpower instead, glad i did now that i know that.
  5. My first 50 since returning back has 174 hours played on it and a fair number of those have been after hitting 50. That's without PL, and constant teaming for Radio Missions, Arcs and TF's. Everything was new and shiny to me when returning as i hadn't played for so long so i imagine that if it's not been too long since you've played you'll be more used to what's in the game than i was and take less time. I'm at 97 hours played on my current toon at 48.
  6. Deliverance_

    The BEST Brute

    Purely out of curiosity, what sort of numbers have people seen on their Brutes via Shield charge? I haven't done any tests on my Scrapper but i've regularly seen it hitting in the 1700's when we have kin and heavy debuffs on the ITF teams, i'd imagine Brute players would have experienced similar as i doubt it's unusual and with the higher damage cap i'm wondering just how high it gets.

    I know this has nothing to do with overall DPS etc, it's really just to satisfy my random curiosity.
  7. Quote:
    Originally Posted by Hyperstrike View Post
    Kin's buffs also tend to be more or less one-trick ponies (SB increases movement speed and speeds recovery, Transfusion heals, Transference restores End, and Fulcrum Shift boosts damage.)
    Not really, and no more or less than powers from other sets. You say they are one trick pony buffs and yet each thing you mention does two or more things. SB increase movement, recovery and recharge speeds. Transference both drains the end of the foe and gives it to you and your team mates, Fulcrum both boosts the teams damage by two separate amounts and debuffs the enemies damage by 20% (i'm not sure if this applies only to the target or to every surrounding enemy it hits too)combine it with siphon power and your target is doing 40% less damage to you unless there's some debuff resistance factor in there, so not only are you and the team doing more damage but also taking less.

    Even the heal, transfusion, has multi uses... heal, foe -50% regen, foe minus 10% end.

    I feel that people overlook these secondary effects far too much and are blinded by the main parts of them. Yes the secondaries may not be as strong as some debuffs in other sets but when you look at the picture overall they all add up to make the set as powerful as it is, that's not gained solely by the damage boost that people associate with /kin.
  8. Quote:
    Originally Posted by Beef_Cake View Post
    No, that error is correct.

    Due to 3 people claiming they received a virus / trojan from the file sharing site I use, I decided to remove all downloadable files, until I can find a suitable replacement to host my files.

    I'm hoping I can have this sorted out by the end of the day, so please be patient as I try to rectify the situation.
    Aye it's the ads on Megaupload, i host around 20-30 files per day on there and have had the odd complaint here and there. However, i continue to use them as they give such good download speeds even for free users, i simply advise people to use the Adblock Plus Addon for Firefox. People really shouldn't be surfing the web without at least it and preferably with NoScript too anyway.
  9. Game is patching now, time to go get a few things done in town before the server opens back up in a few hours.
  10. Quote:
    Originally Posted by magikwand View Post
    Don't limit yourself to playing just one character. This game is built around being alt-friendly. Why not make a scrapper and a brute? I prefer melee, and I love both scrappers and brutes and I have tons of both.
    I would also remind you that tankers and brutes have been able to team for quite some time in co-op zones, so there won't be to much change. I doubt it will be game breaking dynamics, because (unlike what many people believe) brutes are not tankers.
    Not game breaking, but when GR hits it may take a bit of adjustment for some people. Tankers having to follow the Brute's lead in leveling up missions so it can set the pace for example.

    Depending on how the population picks up red side after i17 and Demon Summoning today, i might make another Brute just for the hell of it.
  11. Thanks for the link, but i have no need of that, i already have 2 50 scrappers from back when i used to play. FM wasn't in the game for scrappers and SD wasn't in the game full stop, neither were IO's, sets etc hence the confusion after reading post after post full of unknown acronyms for builds i couldn't possibly afford.
  12. Thanks for the help Werner, I'll probably not use sets at all leveling up other than the odd one here or there if i can get them cheaply, so i took your build and messed around in mids to try and come up with something using just plain IO's until i can be bothered farming inf, being away from the game for so long makes everything new and shiny so leveling this new FM/SD and just plain having fun is first on the to do list.

    I see you didn't take greater fire sword, why is that? I struggle at 23 so far without an extra attack and i cant see shield charge helping too much as it's cooldown is quite long, perhaps i'm missing out by not having scorch? It's damage seems crappy for a whole power pick though.

    I seem to have been given a bunch of respecs with these new veteran rewards too so i guess i can experiment a little once the toon is a bit higher.

    Not sure if this will work for leveling, but here's what i came up with (not sure what epic pool i'll take tbh.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Scotsmania: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Fire Sword -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(7), EndRdx-I(15), RechRdx-I(31)
    Level 1: Deflection -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(5), DefBuff-I(7), ResDam-I(15), ResDam-I(29)
    Level 2: Battle Agility -- EndRdx-I(A), DefBuff-I(9), DefBuff-I(9), DefBuff-I(23)
    Level 4: Cremate -- Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(27), EndRdx-I(29), RechRdx-I(31)
    Level 6: True Grit -- ResDam-I(A), ResDam-I(11), ResDam-I(17), Heal-I(17), Heal-I(23), Heal-I(46)
    Level 8: Swift -- Run-I(A)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(40), DefBuff-I(43)
    Level 14: Health -- Heal-I(A), Heal-I(46), Heal-I(48)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Fire Sword Circle -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(25), EndRdx-I(25), RechRdx-I(27)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21), EndMod(50)
    Level 22: Phalanx Fighting -- DefBuff-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- EndRdx-I(A), ResDam-I(42), ResDam-I(42), ResDam-I(42), Empty(43)
    Level 28: Weave -- EndRdx-I(A), DefBuff-I(31), DefBuff-I(33), DefBuff-I(33), Empty(50)
    Level 30: Maneuvers -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(34), DefBuff-I(34)
    Level 32: Greater Fire Sword -- Acc-I(A), Dmg-I(34), Dmg-I(37), Dmg-I(40), EndRdx-I(40), RechRdx-I(48)
    Level 35: Shield Charge -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), EndRdx-I(37), RechRdx-I(37)
    Level 38: Tactics -- EndRdx-I(A), ToHit-I(39), ToHit-I(39), ToHit-I(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46), Empty(48)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), EndMod-I(45), Heal-I(45), Heal-I(50)
    Level 47: [Empty] -- Empty(A)
    Level 49: [Empty] -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run





  13. I had a gander at that one yesterday, but again it's completely confusing for someone new to most of the mechanics that have been introduced since about 2 years after the game launched. The builds in threads such as that are aimed at those with billions to spare and have the slightest clue what most of the acronyms mean, i fall into neither of those categories.

    It all used to be so simple, whack an end red and 3 defense/resist/heal/whatever in and be done with it, still how i imagine it is for new players and those returning after so long away like myself. That thread and none others that i can find that aren't from years ago only caters to those that have a lot of experience and cash for the current systems, with every enhancement being laid out in sets.
  14. I played for a couple of years solid ages ago but have just came back after a long long time away, so everything is new to me again including IO's, sets and probably lots more.

    I've been reading the forums since yesterday trying to find builds that are newb friendly and not full of IO sets and acronyms for things that were never in the game when i played but i'm coming up with nowt tbh.

    I've started an FM/SD scrapper as both sets are completely new to me on the scrapper side, i once had a Dreck fire tanker but hey, not quite the same The only other 50 scrappers i have from back then are DM/regen & Spines/Regen, so again completely different.

    I just realised i'm driveling on a bit so i'll get to the point, i need pointed to newer player friendly guides for these sets or some advice on the main do's and dont's when building it, bearing in mind that i probably only have around 60mil spread between toons, there were none of these new fangled recipes etc to sell before so i'll probably have to make do with plain IO's until i can get to farming up some cash to start working on sets, and learning about 'em. I can probably muddle through, but it's nice to have something by those with more experience to read too.