Doc_Reverend

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  1. Doc_Reverend

    War Walkers

    Which is saying something. Regular War Walkers arn't exactly something to sneeze at by boss standards.

    Just so long as they're not as ridiculously tough as Siege. Good grief AV Siege is tough.
  2. It's possible I just never noticed the proc firing with Lightning Storm. I had two +Hold procs in my single target hold and one in my AoE hold, so another lightning ball sound effect sound might've been unnoticed in the melee. Oh well.

    I think I'll just slot Jolting Chain with 4 Thunderstrikes and call it a day.
  3. I have a couple questions regarding the effectiveness of IO procs in certain powers.

    First question:
    Would slotting Devastation: Chance of Hold in Jolting Chain be effective? Would the proc have a chance of firing with each jump of the chain, so that when I fire it off into a large mob, each guy getting knocked off his feet has a 15% chance of getting hit with a mag 2 hold? Or does it only apply to the initial target of the power, or worse, hold the pseudopet (I've seen the Jolting Chain pseudopet killed by Destroyer Blast Master bonfires)?

    Second question:
    Is it worthwhile to slot in Achilles' Heel: Chance of Resistance Debuff into a power like Sleet or Frozen Rain, which already has a Resistance Debuff component? My question is if the debuff stacks, or is the smaller debuff from Achilles' Heel ignored because it came from the same caster as the bigger one from, say, Sleet? Does it fire, since the sleet/frozen rain power is technically a pseudopet?

    An extension of that second question concerns using procs in a power like Lightning Storm. For a long time I had a Devastation: Chance of Hold proc in there on my /storm controller, but it never seemed to go off. Do procs not really work with pseudopet powers like that? For that matter, would slotting Fortunata Hypnosis: Chance of Placate in Static Field be effective?

    Thanks for the help. I've always been a little confused on how it all interacts.
  4. Quote:
    Originally Posted by Flarstux View Post
    Prehistoric zone! With Dinosaurs!
    And giant atomic ants! Damnit, I want to fight Them!
  5. Quote:
    Originally Posted by Dz131 View Post
    A giant plane while it's in the air. You can walk out and fly/fight on the wings and stuff
    Or a Zeppelin. Or a Longbow Helicarrier deal. ... versus the Arachnos Arachno-Blimp. An environmental hazard in the zone is the crossfire when the periodically get near each other.
  6. This was a while back, but it was my first 50:

    We're running the Maria Jenkins arc and get the Save Statesman mission. We go in fighting, and I'm getting awfully close to 50. My Dual Blades/Willpower scrapper, Crow Call, charges Tyrant with the others. The surrounding minions are quickly dispatched, leaving us to deal with the big man himself. Fight goes for a bit.

    Tyrant goes down.

    You have defeated Tyrant.

    You gain [whatever] experience and [dunno] influence.

    CONGRATULATIONS! YOU ARE NOW LEVEL 50!

    My first 50 in CoH ever, really one of my first characters, in my first supergroup... and I hit 50 by dropping Tyrant. It was awesome.
  7. My wishlist:

    Kheldian sashes. Been wanting those for AGES because they rock.

    Sky Raider gloves and helmets. Those guys have the best gloves and I want 'em.

    Council/5th Column masks. Those Cobra Commander style draped facemasks are really neat.

    Carnie outfits, like those tights and corsets and shoes.

    Knives of Artemis goggles and jumpsuits.

    Wyvern eyepiece and boots

    Those radio headset things you see on guys like Crey agents, Malta tactical commanders, and others.

    The single right arm cannons, like on Vandal, Burkholder's big claw hand, and Mechmen (I'm sure there are others). Would probably only be compatible with the Robotic Arm 3 (I think that's the one. Where only the right arm is robotic), but still would be cool, especially for blasters/defenders/dominators/corruptors with the new blast animations.

    The Mk-IV "Victoria" armblades for dual blades and claws powersets. While we're at it with Praetorians, the Seer gloves and boots and the parts from the ACU/BCU's, like those shoulders, chests, faces, gloves... okay, I admit it. The ACU/BCU's look awesome. Also want the Resistance guns, both pistols and rifles. And the collared, zippered shirts the male Resistance wear sometimes. Please?
  8. Quote:
    Originally Posted by Darkity View Post
    Dear Sexy Jay:

    Today's patch seems to have broken some previously un-broken costume pieces. Two that I can across today include the Rapturous hair, and Cyborg 1 detail. The hair pokethrough seems restricted to just that one hair, but many detail pieces that go near the left nostril are poked through.
    Similarly, Divine Hair, Warrior Mask, and Blast Goggles on the left side are broken with the head poked through.

    Also, been seeing seem bugs, such as the neck not quite being connected to the body.





    Kind of like the entire head had been shifted a tad to the left. O.o
  9. Been trying to log back in for the last 30 minutes after trying to alt to no avail. Every time I get the "Can't connect to DBserver." I've been getting it all day. Before I'd get in eventually after a few (or several) tries, but now it just won't let me in at all. Is the server full and getting clogged up? What's going on here?
  10. To continue up on my earlier posting on an alternate animation for Energy Transfer feeling more like you're hitting someone and moving a lot of energy. My mental image is very similar to that of the signature "Piston Punch" finishing move from Big O, as seen here:

    Big O Punch!

    Something along these lines, rather than the whole upper body double fist pom pom thrust right now.

    Would it also be possible for fist auras to be changed so that they're not your entire forearms and just the fists? Fire powers have their flaming fists, energy melee has the pom poms. It'd be nice to be able to attach something like the Kheld aura to just your fists.

    Other thoughts: more/different animations for the Control powers. There's a rather small number of animations used in most control sets, with most powers getting a handful of very similar handwave/point animations. It'd be cool to have some stuff that's a bit more... flashy. Same animation times of course, but more pizzaz to it. Though the same can be said for a lot of the older power sets, such as the blasts. I'm pretty sure Fire Blast, Fireball, and Blaze all use the same animations, for instance.
  11. Some I'd like:

    Energy Melee. I love the brawly look of Barrage, but some of the later animations are a bit... well, they don't always fit. You see Bone Smasher's double handed smash everywhere (when you've got Bone Smasher and Air Superiority, it seems like half your moves are just fistsmashing). I'd love some more options there. Same goes for the air jump of Total Focus. With Whirling Hands, maybe an option where you hit the ground and release a burst of energy or something (it'd help if Whirling Hands had a bit more oomph to it). That really goes in general for the melee sets. More variety in the attacks besides the same half dozen or so animations. The overhead smash is used in everything.

    Agree with those that want the option of either turning off the elemental weapons like Fiery Sword, or going all the way with it.

    For Assault Rifle, and even Dual Pistols, more options with the shots. Like letting people shoot lasers like the Mastermind pulse rifles or the Resistance guns. You shoot lasers instead of bullets.

    With a lot of the blasts, like Energy and Radiation, maybe the option to change the single target Kirby Dot blasts to more laser-like.
  12. Looking at these builds and my own Inv/Em tanker, I have to ask: is Fighting really a necessary pool with the build if I want to tank STFs and other big fights? It just seems like three slots that could fit something else while making my end consumption even more problematic.

    Here's the build I've put together. Thoughts? A note is that I exemplar a lot, so leaving stuff like Taunt for late is not really a viable option. The one thing I've noticed is that while I handle most enemies all right, I still have trouble with large numbers of Romans without buff support. They hit really, really hard. But my current defense (this build has not been completed yet) only has about 14% smash/lethal defense out of combat.

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

    Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    ------------
    Level 1: Resist Physical Damage
    (A) Resist Damage IO
    (5) Resist Damage IO
    (29) Steadfast Protection - Resistance/+Def 3%


    Level 1: Barrage
    (A) Kinetic Combat - Accuracy/Damage
    (3) Kinetic Combat - Damage/Endurance
    (13) Kinetic Combat - Damage/Recharge
    (23) Kinetic Combat - Damage/Endurance/Recharge
    (42) Pounding Slugfest - Accuracy/Damage
    (45) Pounding Slugfest - Damage/Endurance


    Level 2: Temp Invulnerability
    (A) Reactive Armor - Resistance/Endurance
    (3) Reactive Armor - Resistance
    (7) Reactive Armor - Resistance/Endurance/Recharge
    (31) Reactive Armor - Resistance/Recharge


    Level 4: Bone Smasher
    (A) Kinetic Combat - Accuracy/Damage
    (5) Kinetic Combat - Damage/Endurance
    (9) Kinetic Combat - Damage/Recharge
    (15) Kinetic Combat - Damage/Endurance/Recharge
    (34) Pounding Slugfest - Accuracy/Damage
    (46) Pounding Slugfest - Damage/Endurance


    Level 6: Dull Pain
    (A) Doctored Wounds - Endurance/Recharge
    (7) Doctored Wounds - Heal
    (13) Doctored Wounds - Heal/Recharge
    (27) Doctored Wounds - Heal/Endurance/Recharge
    (34) Doctored Wounds - Recharge


    Level 8: Air Superiority
    (A) Kinetic Combat - Accuracy/Damage
    (9) Kinetic Combat - Damage/Endurance
    (11) Kinetic Combat - Damage/Recharge
    (33) Kinetic Combat - Damage/Endurance/Recharge
    (43) Pounding Slugfest - Accuracy/Damage
    (45) Pounding Slugfest - Damage/Endurance


    Level 10: Unyielding
    (A) Reactive Armor - Resistance/Endurance
    (11) Reactive Armor - Resistance
    (15) Reactive Armor - Resistance/Endurance/Recharge
    (33) Reactive Armor - Resistance/Recharge


    Level 12: Swift
    (A) Run Speed IO


    Level 14: Fly
    (A) Flight Speed IO


    Level 16: Health
    (A) Regenerative Tissue - +Regeneration
    (17) Numina's Convalescence - Heal
    (17) Numina's Convalescence - Heal/Endurance
    (34) Numina's Convalescence - +Regeneration/+Recovery
    (50) Healing IO


    Level 18: Invincibility
    (A) Luck of the Gambler - Defense
    (19) Luck of the Gambler - Defense/Endurance
    (19) Luck of the Gambler - Defense/Endurance/Recharge
    (23) Luck of the Gambler - Recharge Speed


    Level 20: Stamina
    (A) Performance Shifter - EndMod/Recharge
    (21) Performance Shifter - EndMod/Accuracy
    (21) Performance Shifter - EndMod
    (31) Performance Shifter - Chance for +End


    Level 22: Taunt
    (A) Mocking Beratement - Taunt/Recharge/Range
    (36) Mocking Beratement - Taunt/Recharge
    (37) Mocking Beratement - Taunt/Range
    (43) Mocking Beratement - Taunt


    Level 24: Whirling Hands
    (A) Eradication - Damage
    (25) Eradication - Accuracy/Damage/Endurance/Recharge
    (25) Eradication - Accuracy/Damage/Recharge
    (37) Eradication - Chance for Energy Damage
    (42) Scirocco's Dervish - Accuracy/Damage/Endurance
    (43) Scirocco's Dervish - Chance of Damage(Lethal)


    Level 26: Resist Energies
    (A) Reactive Armor - Resistance
    (27) Reactive Armor - Resistance/Endurance
    (48) Reactive Armor - Resistance/Recharge


    Level 28: Build Up
    (A) Adjusted Targeting - Recharge
    (29) Adjusted Targeting - To Hit Buff/Recharge
    (42) Adjusted Targeting - Endurance/Recharge


    Level 30: Tough Hide
    (A) Luck of the Gambler - Defense
    (31) Luck of the Gambler - Recharge Speed
    (40) Luck of the Gambler - Defense/Endurance


    Level 32: Resist Elements
    (A) Resist Damage IO
    (33) Resist Damage IO


    Level 35: Energy Transfer
    (A) Crushing Impact - Accuracy/Damage
    (36) Crushing Impact - Accuracy/Damage/Endurance
    (36) Crushing Impact - Damage/Endurance/Recharge
    (37) Crushing Impact - Accuracy/Damage/Recharge
    (40) Crushing Impact - Damage/Endurance


    Level 38: Total Focus
    (A) Crushing Impact - Accuracy/Damage
    (39) Crushing Impact - Accuracy/Damage/Endurance
    (39) Crushing Impact - Damage/Endurance/Recharge
    (39) Crushing Impact - Accuracy/Damage/Recharge
    (40) Crushing Impact - Damage/Endurance


    Level 41: Focused Accuracy
    (A) Endurance Reduction IO


    Level 44: Physical Perfection
    (A) Numina's Convalescence - Heal
    (45) Numina's Convalescence - Heal/Endurance
    (46) Performance Shifter - EndMod
    (46) Performance Shifter - Chance for +End
    (50) Numina's Convalescence - Heal/Recharge


    Level 47: Laser Beam Eyes
    (A) Devastation - Accuracy/Damage
    (48) Devastation - Accuracy/Damage/Endurance/Recharge
    (48) Devastation - Chance of Hold
    (50) Devastation - Damage/Endurance


    Level 49: Unstoppable
    (A) Recharge Reduction IO


    ------------
    Level 1: Brawl
    (A) Accuracy IO


    Level 1: Sprint
    (A) Run Speed IO


    Level 2: Rest
    (A) Recharge Reduction IO


    Level 1: Gauntlet
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    5% DamageBuff(Smashing)
    5% DamageBuff(Lethal)
    5% DamageBuff(Fire)
    5% DamageBuff(Cold)
    5% DamageBuff(Energy)
    5% DamageBuff(Negative)
    5% DamageBuff(Toxic)
    5% DamageBuff(Psionic)
    19.3% Defense(Smashing)
    19.3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    9.88% Defense(Energy)
    9.88% Defense(Negative)
    3% Defense(Psionic)
    11.1% Defense(Melee)
    6.44% Defense(Ranged)
    3% Defense(AoE)
    3.6% Max End
    4% Enhancement(Heal)
    23% Enhancement(Accuracy)
    30% Enhancement(RechargeTime)
    10% FlySpeed
    358.4 HP (19.1%) HitPoints
    10% JumpHeight
    10% JumpSpeed
    MezResist(Held) 2.75%
    MezResist(Immobilize) 16%
    MezResist(Terrorized) 2.2%
    2.5% (0.04 End/sec) Recovery
    90% (7.04 HP/sec) Regeneration
    1.26% Resistance(Fire)
    1.26% Resistance(Cold)
    1.26% Resistance(Energy)
    1.26% Resistance(Negative)
    10% RunSpeed






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  13. I have a question regarding our ability to place Giant Monsters in AE. This was a feature added a while back, but I never got around to really testing it. Now I'm looking at my options, and noticing the level ranges are pretty small. Like I think the Kraken was 17-17 or something along those lines. Does this mean that if I want to have a mission where the Kraken is the giant monster at the end, I have to run it at that specific level and can't have, say, a level 50 mission with the Kraken as the endboss?

    Also, is there any way to recolor the giant monsters in AE the way you can other enemies?
  14. Quote:
    Originally Posted by Lazarus View Post
    I'd rather that rather than using the all-or-nothing Mezz Protect power from Defensive/Resistance secondaries we could instead have an extra pool on the first screen under the "Fly/No Fly" menu that lets us pick specific mezz resistances. For example: it'd be nice if I could give my entire group a low resistance (like mag 3-4) against Fear like Nemesis troops have.

    If anything I just want to be able to give some Knockback resistance to critters without having to make them nigh-immune to Holds at the same time and such. So far the only set that lets you do that is Electric Armor as the knockback/immobilize protection is in Grounded instead of Static Shield.
    I can kinda agree here. One of the problems I always face with making AVs for team missions is that if I make, say, an Earth/Fire Dominator according to the power sets I've got available, it's going to get stomped by the team. It's weak mez protection will get it either juggled by anyone with knockdowns or it'll be locked down by the controllers. Without a secondary defensive power from the tanker/scrapper/brute/stalker pools, they're more like slightly sturdier EB's. Same time, you put an AV with a secondary defense power, especially one like willpower, inv, or regen, and it'll be a bear to take down.

    The level I'm suggesting would be the option of giving the AV the equivalent of Acrobatics or Tough or Weave or the like. Not a huge boost, but makes them a bit more sturdy without having to resort to cutting out half their powers to give them a majorly cut down /Willpower or something.
  15. I considered that one too. Either one is good. I went with Leviathan mainly for Water Spout (which is actually a really handy power, since it's Knockup rather than Knockback, and looks cool). Shark Skin is a bit bleh (who uses cold damage? Seriously?), but Hibernation is a good panic button.
  16. I love my Earth/Fire "volcano powers" dominator. Solid control, good ranged damage, and I used the Leviathan powers of Water Spout and Hibernation to give it more of a "fury of the elements" feel to it. It's good fun.
  17. Wanted some advice on my plan for my Dual Pistol/Radiation Emission Corruptor build and seeing if it was any good. I was thinking of aiming for a high recharge so that I could get close to perma-Accelerate Metabolism, with endurance recovery as a secondary goal because of the demands of all the toggles. I included Mutation for concept reasons and Acrobatics because I've noticed that at higher levels, everything and it's mom is tossing around holds. Suggestions here? Is it good to aim for recharge/more AM, or should I focus on defense and try and fit in EM Pulse and/or Choking Cloud? And is Choking Cloud just going to be a huge aggro magnet for me?

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

    Level 50 Science Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    ------------
    Level 1: Pistols
    (A) Decimation - Accuracy/Damage
    (3) Decimation - Damage/Endurance
    (11) Decimation - Damage/Recharge
    (19) Decimation - Accuracy/Damage/Recharge
    (33) Decimation - Accuracy/Endurance/Recharge
    (46) Devastation - Chance of Hold


    Level 1: Radiant Aura
    (A) Doctored Wounds - Heal/Endurance
    (9) Doctored Wounds - Heal
    (13) Doctored Wounds - Endurance/Recharge
    (23) Doctored Wounds - Heal/Endurance/Recharge
    (23) Doctored Wounds - Heal/Recharge


    Level 2: Dual Wield
    (A) Decimation - Accuracy/Damage
    (3) Decimation - Damage/Endurance
    (11) Decimation - Damage/Recharge
    (13) Decimation - Accuracy/Endurance/Recharge
    (31) Decimation - Accuracy/Damage/Recharge
    (43) Devastation - Chance of Hold


    Level 4: Accelerate Metabolism
    (A) Recharge Reduction IO
    (5) Recharge Reduction IO
    (5) Recharge Reduction IO
    (46) Endurance Modification IO


    Level 6: Empty Clips
    (A) Positron's Blast - Accuracy/Damage
    (7) Positron's Blast - Accuracy/Damage/Endurance
    (7) Positron's Blast - Damage/Endurance
    (15) Positron's Blast - Damage/Recharge
    (37) Positron's Blast - Damage/Range


    Level 8: Radiation Infection
    (A) Dark Watcher's Despair - To Hit Debuff
    (9) Dark Watcher's Despair - To Hit Debuff/Endurance
    (19) Dark Watcher's Despair - Chance for Recharge Slow
    (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance


    Level 10: Swap Ammo
    Level 12: Swift
    (A) Run Speed IO


    Level 14: Enervating Field
    (A) Endurance Reduction IO
    (15) Endurance Reduction IO
    (46) Endurance Reduction IO


    Level 16: Health
    (A) Numina's Convalescence - +Regeneration/+Recovery
    (17) Numina's Convalescence - Heal
    (17) Regenerative Tissue - +Regeneration
    (50) Miracle - +Recovery


    Level 18: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End
    (21) Performance Shifter - EndMod
    (21) Endurance Modification IO
    (29) Endurance Modification IO


    Level 22: Super Jump
    (A) Jumping IO


    Level 24: Executioner's Shot
    (A) Thunderstrike - Accuracy/Damage
    (25) Thunderstrike - Accuracy/Damage/Endurance
    (25) Thunderstrike - Damage/Endurance
    (31) Thunderstrike - Damage/Endurance/Recharge
    (40) Thunderstrike - Damage/Recharge
    (43) Thunderstrike - Accuracy/Damage/Recharge


    Level 26: Lingering Radiation
    (A) Tempered Readiness - Accuracy/Slow
    (27) Tempered Readiness - Endurance/Recharge/Slow
    (27) Tempered Readiness - Accuracy/Endurance
    (37) Tempered Readiness - Accuracy/Damage/Slow
    (40) Tempered Readiness - Range/Slow


    Level 28: Bullet Rain
    (A) Positron's Blast - Accuracy/Damage
    (29) Positron's Blast - Damage/Endurance
    (34) Positron's Blast - Damage/Recharge
    (39) Positron's Blast - Damage/Range
    (42) Positron's Blast - Accuracy/Damage/Endurance


    Level 30: Hasten
    (A) Recharge Reduction IO
    (31) Recharge Reduction IO
    (37) Recharge Reduction IO


    Level 32: Piercing Rounds
    (A) Positron's Blast - Accuracy/Damage
    (33) Positron's Blast - Accuracy/Damage/Endurance
    (33) Positron's Blast - Damage/Endurance
    (34) Positron's Blast - Damage/Recharge
    (39) Positron's Blast - Damage/Range


    Level 35: Hail of Bullets
    (A) Obliteration - Damage
    (36) Obliteration - Accuracy/Damage/Endurance/Recharge
    (36) Obliteration - Accuracy/Recharge
    (36) Obliteration - Damage/Recharge
    (40) Obliteration - Accuracy/Damage/Recharge
    (42) Obliteration - Chance for Smashing Damage


    Level 38: Mutation
    (A) Recharge Reduction IO
    (39) Recharge Reduction IO
    (43) Endurance Reduction IO


    Level 41: Acrobatics
    (A) Endurance Reduction IO
    (42) Endurance Reduction IO


    Level 44: Power Sink
    (A) Efficacy Adaptor - EndMod/Recharge
    (45) Efficacy Adaptor - EndMod/Endurance
    (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
    (45) Efficacy Adaptor - EndMod


    Level 47: Charged Armor
    (A) Steadfast Protection - Resistance/+Def 3%
    (48) Impervium Armor - Resistance/Endurance
    (48) Impervium Armor - Resistance/Endurance/Recharge
    (48) Impervium Armor - Resistance
    (50) Impervium Armor - Endurance/Recharge


    Level 49: Assault
    (A) Endurance Reduction IO
    (50) Endurance Reduction IO


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Scourge
    Level 6: Ninja Run
    Level 10: Chemical Ammunition
    Level 10: Cryo Ammunition
    Level 10: Incendiary Ammunition
    ------------
    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)
    4.88% Defense(Smashing)
    4.88% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    6.75% Defense(Energy)
    6.75% Defense(Negative)
    4.88% Defense(Psionic)
    6.75% Defense(Melee)
    6.75% Defense(Ranged)
    3% Defense(AoE)
    7.65% Max End
    1.5% Enhancement(RunSpeed)
    1.5% Enhancement(FlySpeed)
    57.5% Enhancement(RechargeTime)
    4% Enhancement(Heal)
    1.5% Enhancement(JumpHeight)
    1.5% Enhancement(JumpSpeed)
    43% Enhancement(Accuracy)
    9% FlySpeed
    52.2 HP (4.87%) HitPoints
    9% JumpHeight
    9% JumpSpeed
    MezResist(Immobilize) 5.5%
    MezResist(Stun) 2.2%
    MezResist(Terrorized) 2.2%
    17.5% (0.29 End/sec) Recovery
    22% (0.98 HP/sec) Regeneration
    5.99% Resistance(Fire)
    5.99% Resistance(Cold)
    9% RunSpeed






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  18. Doc_Reverend

    -def

    It's also kinda handy against high defense enemies, like Rikti Drones. Or Rikti Drones buffed by Rikti Guardians (how I hate thee, buffed Drones).
  19. I want Giant Atomic Ants. I would be insanely happy if I got the opportunity to fight the cast of Them! Because, really, we're in a comic book. We need giant bugs (and monkeys).

    For those of you who arn't familiar with it, this is Them!

  20. I've really enjoyed my DB/WP scrapper. DB is a really good PvE set, with a strong amount of AoE. The combos take some getting used to, but by your mid-20s really come into their own. By the way, don't ignore the Sweep combo just because it's DPS is lower than that of Attack Vitals. While it doesn't do the heavier damage, it's great damage mitigation and crowd control. You knock everyone in melee with you on their butts, buying you at least a tick or two of regen. Combined with Rise to the Challenge, you can regain a fair amount of HP in the middle of a fight this way.
  21. Doc_Reverend

    RP curiosity...

    Quote:
    Originally Posted by Fomsie View Post
    Psycho killer mass murderers do get old, unless the person plays the character like the proverbial candle burning at both ends... knowing and expecting that they will crash and burn before too long, but making the most of the ride.

    Serial killers that are played well, however, can be fascinating. Especially if they hide the fact that they are serial killers. If they flaunt it, then they are just mass murderers that are target specific.
    To be honest, I just don't find the "psycho" type of villain... all that villainous. You're a wild animal then. This is my personal taste here, but I thought the Joker in the Dark Knight summed it up well: "This city deserves a higher class of criminal, and I'm going to give it to them."
  22. Doc_Reverend

    RP curiosity...

    Depends on the situation. I do note that the world of CoX has significantly more advanced medical technology than our own. Even without the advanced healing technology, simply being able to teleport the wounded directly to the hospital is an extreme improvement over ambulances in terms of odds of survival. That part is mostly a handwave on my part, but it's as much to fit the genre since being "realistic" isn't as fun.

    In the real world, knocking somebody unconscious tends to cause internal organ and brain damage, internal bleeding, broken bones, etc. These injuries can be life changing and permanent. If comics were realistic, the Joker would be a drooling simpleton with the number of times Batman has beaten him across the head. No amount of madness or willpower can repair brain damage. There's a reason professional athletes, especially ones in injury prone sports like boxing or American football, are often plagued with health problems by the time they retire. The damage adds up and the body can't fully heal a lot of the abuse they heap on it, especially as they age.

    In the same vein, injuries in the real world are much more serious than in comics or movies. In the movies, being shot in the leg or shoulder is treated like a flesh wound. In the real world, a leg wound can kill you in under a minute. You open up one of those big, hard to miss femoral arteries, and you'll bleed out fast. Get hit in the shoulder, and that bullet will travel through a mass of bone and muscle and nerve, leaving a trail of shattered bone and mangled muscle, as well as risk severing the big arteries there too. Even if you don't bleed out, you probably won't be able to use that arm for a while. You punch someone with your fist, especially if you hit their skull, the effect on your hands will be similar to punching a brick wall (the bones of the human skull are among the most durable materials found in nature. The 27 small bones in your hands and fingers are not). The human body is fragile.

    But that'd be no fun, so we ignore all that. And all of us do, for reasons of genre and simple reality that it'd be a rather short game if we tried to be realistic.

    As for damage caused... well, besides mediporters, the vast majority of enemies in CoX are in some way augmented, armored, or superhumanly durable. Even the Hellions and Skulls are using really crappy Superdyne, allowing them to at least take a pounding. Freakshow don't feel pain thanks to being hopped up on Excelsior and cybernetics. Arachnos troops are wearing advanced body armor and usually augmented somehow. Council and 5th Column troops, especially the higher level ones like the Cor Leonis, are supersoldiers and described as being capable of sustaining quite a bit of damage. Rikti troops are genetically engineered and wearing armor, if not powered armor. Vanguard troops are wearing enchanted impervium. Even Malta troopers are wearing advanced tactical armor and using military grade enhancers. I always figured that those Longbow uniforms double as lightweight body armor. Dunno about Scrapyarders, though I think it's mentioned there's an awful lot of Superdyne users in their ranks, and it wouldn't surprise me if they used improvised hillbilly armor. Most of the stuff in the game can take more damage than a typical human.

    By the same virtue, I tend to assume most heroes/villains are using some kind of protection. I usually RP that the classic "supersuit" costume worn by my characters, especially the ones who aren't explicitly bulletproof, also have some kind of underlayer of highly durable, light-weight armor. Enough to take some damage, and not tear on the thorn bushes. I often RP in fights that characters who are down are just stunned or dazed or down, and not being brought back from the abyss several times. For one thing, it saves the trouble of explaining why blasters don't have their own special revolving door in the here-after.

    But this is a tangent.

    As for how I deal with it... it really depends on the situation. If somebody has healing powers and that's a big part of their shtick, and don't use them as their own personal walking deus ex machina, okay, I'm cool with that. I mean, saying you can heal people is no more out there than saying you can fly, shoot fire from your hands, or lift a car. Just ask OOCly first if you're going to do something major with your powers. That's my usual policy.

    In all honesty, I tend to have more problem with people who say they kill all their opponents. If you're using your in-game victories for that number, it means you may well have a three figure tally after a single team mission. Saying "Yeah, I killed them all!" and then saying that you accept zero responsibility for that... yeah. That's godmoddy. That's worse, in my mind, than saying "You can't hurt me at all, nyah nyah" or "Ha! I kill you dead!" Because how can I arrest you if I'm a good guy who just saw you murder dozens of people, because there's no way I can force you to jail. You'll just quit or say "No you don't" and I can't stop you. Or if you're a villain, how are you not a smoking crater?

    I dislike psycho-killer mass murdering villains and serial killer villains, and find them incredibly boring.
  23. Quote:
    Originally Posted by FredrikSvanberg View Post
    Something I just recently noticed:

    Alternate animations for Assault Rifle. I want the popout guns that the PPD hard-suits use sometimes. The guns that pop out of their arms and back. Those things are awesome. If we could have something similar, heck, for all kinds of powers (but Assault Rifle could use something special to spice it up), we wouldn't need a special Power Armor powerset.
    On a similar note, a Laser Rifle reskin/alternate animation of Assault Rifle, like with what Robot Masterminds have. Doesn't have to be anything different besides shooting laser blasts instead of bullets.

    The rest here is sort of a wish-list.

    Also, it'd be great to have some sort of "Munitions" epic set, especially for tankers and brutes and the like, which included that AoE missile swarm thing Malta Titans and Rikti Pylons do. I guess from the wrists or hands.

    I'd love some more "punchy" attack animations for some of the melee sets. A lot of them, like Energy Melee, use a lot of the same animations. The double fisted overhead smash is used by Air Superiority, Seismic Smash, Bone Crusher, Havoc Punch, Haymaker, and probably a few others. It'd be nice to have some more variety.

    Can we reduce the animation time of Rise to the Challenge? It drops so easily, especially in PvP where it goes away if a mez so much as looks at you, but has a very long rooting animation.

    Also, could we have the option to change the Tornado animation used by Tornado and Psychic Tornado to the Water Spout animation? The Water Spouts look a LOT cooler.

    With Teleport, can we have access to some of the other teleport animations? Such as the Rikti or Warshade teleports? It'd be too much to want Mirror Spirit's teleport.
  24. Doc_Reverend

    Beam Rifle

    Heck, I'd settle for just a variant of Assault Rifle with the same powers, even same damage, just using the Laser Rifle animations (like from Robots Masterminds). Your rifle goes "Pew pew!" instead of "bang bang!" But otherwise same set.