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If you can stand the animations, Leviathan Mastery is actually a good choice for crabs. Arctic breath and bile spray are both large cones and while they have fairly longish animations, arctic breath does a 15% resistance debuff that you can stack on top of venom grenade and bile spray is all toxic damage, which means you get double the debuff from venom grenade. So a combo of venom grenade -> arctic breath -> bile spray will result in bile spray hitting enemies that have been debuffed by 55% to resistance.
If you can't stand the animations (and they do look kinda gross) then Soul is a good alternative for crabs as mentioned by the posters above. -
The one situation where I would go with something other than ice mastery is on a /fiery assault dom - the faster recharge on Rain of Fire combined with the damage boost from Embrace of fire makes fire mastery pretty juicy, at least solo. My plant/fire dom has gone with fire mastery so far and she has RoF up nearly every fight (18s recharge) and embrace of fire up about 3/5'ths of the time (50s recharge with a 30s duration).
Otherwise Ice mastery definitely has the edge. Even if you don't like the look of the shield, it makes a nice LoTG mule. With the LoTG mule, two powers that will take heals, providing 2 places to slot doctored wounds sets for 5% recharge, sleet and ice storm all the powers are usefull. -
What with all the short hami spawn times we have been seeing lately, I have been getting low on EoE's - anyone want to try to farm PI (blueside) or monster island (redside) for EoE's before the raid? If we start at 4pm eastern/1pm pacific should be able to farm for a good hour or more. I can bring tankage, support or DPS depending on who else shows up.
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Quote:Copy your character to the test server (link: http://boards.cityofheroes.com/charactercopy.php) and you can use a respec without really 'using' it on live. If you don't have any respecs available, I believe the test server online store doesn't actually charge your card if you by respecs through it, but you should double check on that - I know the beta server store didn't but I haven't actually bought respecs on the test server before, so I am not sure about that.Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.
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Quote:70% global recharge with 3 slotted Hasten is the bare minimum for permadom. While for permahasten, you need about 106% global recharge with 3 slotted Hasten. Finally, for permadom without Hasten, you need about 123% global recharge and at that point, only 2 slots are required for permahasten.
That 70% figure is definitely a bare minimum - if you are a few seconds late in firing off hasten when it recharges or get hit by any recharge debuffs you WILL lose perma-dom at some point. I found I was comfortable once I got around 90%+ global recharge, there was enough leeway at that point that missing hasten by 5-10 seconds wasn't a big deal and the occasional recharge debuff didn't drop perma hasten.
I am also not sure about that 106% global recharge for perma-hasten figure - my plant/fire dom has 107.5% global and hasten isn't quite perma (with 3 slotted rech), although I couldn't tell you how far off it is - its only a couple of seconds though. I do know my ill/rad controller with 100% global recharge +hasten + AM (for a total of 200% global recharge when everything is up) has both perma-hasten and perma-AM, so somewhere between 107.5% and 130% is the right number for perma-hasten(that doesn't help much, I know :-).
EDIT: I ran the numbers on hasten - it takes 275% total recharge to make it perma, -70% for hasten leaves 205%. 3 L30 common recharge IO's gives you 95.66% recharge after ED so you need about 109%-110% If you upgrade those to L50 recharge IO's you get 99.08% after ED, so you only need about 106%. This explains my dom, who hasn't upgraded her IO's in hasten yet and is only a couple of seconds off perma. -
Quote:My bane has shatter armor from the patron pool and I use it pretty regularily in my attack chain. I have never seen any redraw from shatter armor or from web envelope, which I use less frequently.Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.
Either way this Bane gets a seamless attack chain with Shatter>Bash>Pulverize>Bash>Shatter or Shatter>Poisonous Ray>Bash>Shatter. The Mace Patron really brings very little to this build.
Whether or not you already have a seamless attack chain it will be improved if you can throw shatter armor in, it does the same damage as shatter, except its all up front so you don't have to wait for the DoT to tick, and it has a 20% resistance debuff. I would definitely use shatter armor in my attack chain over poisonous ray - the better DPA, higher upfront damage and resistance debuff make it a much better choice.
I use it as an opener when I am out of stealth or as a followup attack for hard bosses/EB's after doing build up-> shatter (for the stealth strike) -> shatter armor. Tends to drop them fast - for multiple weaker bosses or LT's I will take out the first boss/LT with shatter's stealth strike and smaller attacks, then open with shatter armor on the second LT/boss.
You can always make a seamless attack chain with lower damage, faster recharging attacks. The big attacks are still worth it though. -
Quote:I have to disagree with this part - as much as these controls are the bread and butter of a plant dom, 6 slots in any power is WAY overkill when you can frankenslot cheap set IO's, unless you are going for IO set bonuses from the 6th slot or you are 5 slotting a set that has a gap in the enhancement values (like obliteration not giving much end redux).6-slot seeds of confusion ASAP. Frankenslot for acc/rech/confuse, those recipes are dirt cheap.
6-slot the ST hold, it's your plan B. (There is no plan C). Frankenslot for acc/rech/hold with lovely cheap recipes.
Definitely get 5 slots in seeds as soon as possible - even with frankenslotting you want good accuracy and as much recharge as possible - but 2 Acc/rech/confuse triples, 1 acc/rech, and a couple other doubles will cover everything you need. If you are shooting for early perma-dom and want to put a malaise's illusion set in seeds it might be worth adding a 6th slot for extra recharge, but otherwise 5 is quite enough.
The single target hold really only needs 3-4 slots, since you should be using it as a control and not an attack and it has a 1.2 base accuracy. If you are trying for perma-dom and want set bonuses, put 4 Gaze of the Basilisk in it and call it good, otherwise slot a couple acc/rech/hold triples and 1-2 other dual or triple IO's to fill in the gaps.
All dominators are slot hungry - you need to slot up your attacks as well as your controls so overslotting anything is a bad idea - put just ENOUGH slots in all your powers, but no more. Frankenslotting is a godsend to low level dominators as it allows you to squeeze the maximum enhancement value out of just few slots in each power. -
Quote:You know, I would buy everything in your list as skippable except mental training - 20% global recharge is NOT something that is easily skipped. You may not be gimp without it, but you are going to have to work hard to make up the difference. I also don't buy your explanation for NOT taking it - can you prove that blood widows DON'T have an extra 20% global recharge?There is nothing gimp about not taking Mask Presence, Mental Training, or Mind Link. If you are playing based on pure concept like I am Blood Widows do not have those powers period.
If you take MP, ML, or MT then YOU AREN'T a Blood Widow or else there would be a Blood Widow on the game that actually used those three powers. People who chose to take those powers are in fact a Night Widow plain and simple.
All that said, play the character you want to play - as long as you have fun its all good. However, I would never recommend a build like that to anyone else and I certainly would not consider it analagous to the huntsman build - since cloaking device and surveillance (all bane powers) are a big part of the build. -
Quote:I saw someone point that out in another thread just after I made my previous post :-). Its a great addition, glad they finally added it.A new feature of Mids' added in v19.1 is the ability to suppress your powers to see the effects while unstealthed, mezzed, etc. Go to Options, Configuration, Effects & Maths, and notice the "Suppression" field on the far right. Turn on "Attacked" and all your stealths will give the in-combat defense numbers instead of the out of combat values.
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Quote:Huntsman builds do dip into the bane tree a lot more though - while the only thing they tend to take from the attack tree is build up, taking the bane spider armor upgrade, cloaking device and surveillance from the bane spider training tree is fairly common. The real reason there is a 'huntsman' build is because the main arachnos soldier tree is usually ignored in the classic bane/crab builds because it either duplicates powers in those builds or has redraw no one wants.Many "Huntsman" builds take either Build Up from Bane branch or Aim from Crab branch (and the shields).
I think the equivalent of "Huntsman" build is "Blood Widow" build which I have tried at lvl 50. Basically, I only take Claw attacks (Eviscerate and Slash) and skip NW's mental attacks (I do have Mind Link) and Smoke Bomb. I don't even use Stealth.
Basically, I run many leadership toggles and just use Follow Up. The two aoe are Eviscerate and Spin. I didn't take Dart Burst because I figure two melee aoe is good enough. Dart Burst is good though and it fits Blood Widow theme perfectly.
Blood Widow does A LOT of damage. It's very comparable to Claw Scrapper.
A night widow vs blood widow does not have that issue. If folk want to gimp themselves by avoiding mask presence, mental training and mind link from the widow teamwork pool; or slash and eviscerate from the night widow training line and call that a "Blood Widow" thats cool - but it misses the point of the huntsman build, which is to capitalize on fast firing gun attacks in the base soldier tree while still making a highly effective group character by double stacking. The only reason a huntsman skips stuff in the bane tree is to avoid redraw with the mace - my huntsman doesn't even bother with build up since I figure that double stacked assault and fully slotted leadership makes up for it.
I can see the arguement for a totally 'natural' claws widow which would rule out mind link. However, mask presence could just be considered a tech cloaking field, mental training just improved athletic training and the claw attacks in the NW tree are just better versions of the ones in the base widow tree (especially slash). Skipping all of them is only staying in 'concept' if you choose to be narrow about your concept. -
For those (like me) who didn't reallize this was there until starcloud pointed it out (thanks Starcloud!) you go to the effects and maths tab in the configuration menu and under suppression, turn on "Attacked". Took me a little searching to find it and it wasn't obvious at first, so I thought I would point it out explicitly. This is in version 1.91 of mids using the 19.11 database version (30/12/10 release).
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Quote:Widows and Soldiers are primarily positional defense characters, although in both cases at least one of the powers that gives them defense gives it to everything (combat training: Maneuvers). Widows get their base defenses from 2 auto powers (combat training: defensive and foresight), the previously mentioned Maneuvers toggles and then they stack mind link on top of that.Thank you sir, that is a fantastic response. The suggestions on sets and such are very much appreciated.
As I've tinkered with a couple ideas and thrown a few things around one did pop up that I had not thought about before. How do Arachnos Widow's do in this department? At first glance it looks like they can get respectable defense numbers, stealth, team buffs and the build trees offer the choice of either ranged or melee and I could even maintain a build for each if I decided I wanted to do so, with an eventual 3rd build specifically for teaming or something.
The more I look at the idea the more I like it, but I haven't taken a real hard look at mids to see exactly where their defense numbers come in line compared to some of the other ATs. Anyone got one they've tried out and willing to offer up their experiences?
CT: defensive gives 7.5% melee def, foresight gives 7.5% to all 3 positions (melee, ranged and AoE) and CT: maneuvers gives 5% to everything, this is all unslotted. Mind link gives a base 10% def to everything as well - so fully slotted for def, when mind link is up you have as much as 44% to melee, 32% to ranged and AoE and 24% to everything else. Additionally widows can take mask presence - it only gives 2.5% def all when suppressed but every little bit counts.
The usual path to softcapping a widow is to try to get enough recharge to make mind link permanent and pick up some ranged and AoE def from other sources, since melee is softcapped almost out of the box. Perma mind link is fairly easy on a night widow as their version has the fastest recharge (240s vs the fortunata's 300s) and they get mental training for a free 20% global recharge. So a night widow can get perma-mind link if they slot enough def/recharge IO's in ML to ED cap the recharge and pick up about 50% or so global recharge from other sources. Its a lot harder to get perma mind link on a Fortunata - I have never done it so I couldn't even tell you the numbers.
However, one very NICE thing about VEATS is that they get about the best numbers from defensive power pools redside - they get corruptor values for the leadership pool and tanker values for tough/weave, so if you are willing to spend the power picks you can easily softcap without mind link. VEATs also get nice def numbers from the pool powers that normally grant so little def it is hard to notice - combat jumping and hover both give 2.5% def to VEATS.
Here is my current night widow build that is sofcapped to all positions without mind link if you want an example. Note that the numbers look just shy of the softcap on ranged and AoE - I leave mask presence turned off in mids because it adds the un-supressed defense values to your totals when you turn it on, which throws things way off since you get 7.5% def when in stealth but only 2.5% when out of it - so I just remember to add 2.5% to all def when figuring the total.
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Quote:No, the stealth proc stacks just fine with mask presence, I have one in my nightwidow (an unbounded leap: stealth in sprint) and her PVE stealth is at 70 feet when sprint and mask presence are both running.Isn't the Stealth proc wasted since no stealth powers stack with Mask Presence?
The stealth POWER (from the concealment pool) will not stack with mask presence, as they are basically the same power. I don't know about super speeds stealth but I know it stacks with the stealth power and with cloaking device from the blaster devices set, so I assume that super speed would stack its stealth with mask presence as well. -
I find the trick to cheap softcapping is creative selection of IO sets. For example, the following IO sets are fairly cheap and give some good def bonuses:
Stun: Razzle Dazzle (5 pieces - 2.5% melee, 6 pieces - 2.5% AoE), Stupify (6 pieces - 3.125% ranged and 6.25% recharge)
Immobilize: Enfeebled operation (4.375% melee for 6 pieces), debilitative action (2.5% AoE for 5 pieces)
Def Buff: Red fortune (6 pieces, 3.125% ranged + 5% recharge)
Attacks: Scirocco's dervish (3.125% AoE), Multistrike (5 pieces - 1.875% AoE, 6 pieces - 1.875% melee).
The Red fortune and Scirocco's dervish are not as cheap as the others, but cheaper than things like touch of death, mako's bite and obliteration.
Stun sets can go in boxing, immobilize sets can go in powers from the APP's (ring of fire, etc). The 'cost' of these cheap sets is usually having to slot powers you might not normally slot - but it saves a lot of inf.
As far as powers go, my first choice to get some extra def to all is combat jumping - its cheaper to run than hover or manuevers AND you can keep it on all the time (unless you like hover in combat - I don't but YMMV). After CJ the next most 'expensive' power in terms of end/power picks is maneuvers, with weave technically coming in third. I say its techincally third because it costs 3 power picks but gives you tough (which is a nice place to slot a steadfast prot +def IO) and boxing, which can slot the stun sets I listed above.
I like to play with various builds in mids, trying to balance slots spent on set mules like boxing with other bonuses. I have found you can softcap even a shield scrapper reasonably cheaply if you are carefull - although right now the market has dried up in the 30-40 IO range since everyone is running L50's for incarnate shards. Prices are still reasonable IF you can find the recipes - but finding them at all is the real problem. -
Quote:I use synergy for dual boxing and while it makes using a single keyboard a lot easier (thus cutting down on desktop space) I have noticed that CoX has problems with mouse look speed on the synergy client - mouse look runs at hyper speed and the slightest mouse move skews your view angle horribly which is why I only dual box with my secondary character in bot mode, set to follow/buff the primary and throw the odd heal/attack out (the mouse on the synergy server system works fine, its the client that gets hyperspeed mouselook).I think I tried Synergy once or twice (I use it at work for 4 monitors across 2 systems), but it seems easier to just use 2 separate mice. With synergy, you've got a lot more distance to move your mouse across.
I definitely admire those who can dual box full time like phire - I can't split my attention enough even if I had a setup like his. -
One quick note - until you hit L22 and can slot SO's don't slot any damage in your attacks - pre SO level brutes can rely on fury for damage, so slot enough accuracy (generally 2 DO's), end reduction and a little recharge.
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Here is a quick and dirty build with SO's that should level well. It will get you about the best defenses you can get without dipping into inventions. To get any better you are going to need to slot some invention sets and uniques, like a steadfast protection +3% def in tough.
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Natural Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Villain Profile:
Level 1: Punch -- Acc(A), Dmg(3), Dmg(5), RechRdx(13), EndRdx(23)
Level 1: Deflection -- DefBuff(A), DefBuff(15), DefBuff(17), EndRdx(29)
Level 2: Haymaker -- Acc(A), Dmg(3), Dmg(5), Dmg(13), RechRdx(23), EndRdx(31)
Level 4: Battle Agility -- DefBuff(A), DefBuff(17), DefBuff(21), EndRdx(31)
Level 6: Boxing -- Acc(A), Dmg(7), Dmg(7), EndRdx(11)
Level 8: Knockout Blow -- Acc(A), Dmg(9), Dmg(9), Dmg(11), EndRdx(21), RechRdx(31)
Level 10: Active Defense -- RechRdx(A), RechRdx(15)
Level 12: True Grit -- Heal(A), Heal(34), Heal(37)
Level 14: Tough -- Empty(A)
Level 16: Against All Odds -- EndRdx(A)
Level 18: Rage -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Phalanx Fighting -- DefBuff(A)
Level 22: Combat Jumping -- DefBuff(A)
Level 24: Super Jump -- Jump(A)
Level 26: Weave -- DefBuff(A), DefBuff(27), DefBuff(27), EndRdx(29)
Level 28: Taunt -- RechRdx(A)
Level 30: Grant Cover -- EndRdx(A)
Level 32: Foot Stomp -- Acc(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), EndRdx(34)
Level 35: Shield Charge -- Acc(A), Dmg(36), Dmg(36), Dmg(36), RechRdx(37), RechRdx(37)
Level 38: One with the Shield -- EndRdx(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(25), Empty(25) -
What the OP is really asking for is a gadgets based control set more than a 'natural' control set (a tech/natural set). The problem there is that any gadget controls are going to have possible conflicts with /traps, which I definitely want to see ported over to controllers eventually.
What I think might be a better choice is to see if we can get some alternate animations for the existing control sets that are more tech oriented - not sure if thats possible or easy to do, but it would help a lot without having to design and balance a new set (and prevent it from overlapping with /traps). At least the mechanics for providing alternate animations are already in place - the only trick is designing a 'tech' like animation that takes the same time as existing ones. -
Quote:Have you actually monitored combat stats when getting mezzed through a toggle to make sure your mez protection is suppressed? I distinctly remember Castle saying that while MOST toggle effects would suppress while mezzed, actual mez protection would not. Now, I could be remembering incorrectly and/or the devs could have changed their minds about this but I would want to test it before making a claim either way (and PvP doesn't count - it works differently). The last time I remember having a melee toon being mezzed through a toggle was a claws/wp brute being chain stunned by massed longbow - and I died due to the incoming fire stacked with the -resistance grenades far to quickly to tell if my mezz protection had actually dropped.Uh, if it didn't suppress, you'd also get the corresponding mez resistance. And yet, the few times my /regen scrapper has gotten mezzed since level 18, it lasts the full duration. Where as on my /SR and /Shield scrappers they mez wears off faster then normal. Which is really handy when it was say... 20 malta stun grenades which got through the mez protection. Nasty suckers, I'm fairly sure the mez lasts 30 seconds easily. Probably a minute.
All toggles either drop or get suppressed when mezzed. The suppression mechanic just replaced getting detoggled. And yes, mez protection toggles did drop before suppression was added if you got mezzed too.
As for timing the animation on AD - fire off AD while in attack range of a mob and queue up an attack while AD is animating and then time how long it takes from the start of AD's animation to the attack starting to fire. That should give you a better reading of the actual animation time of AD. It may be that the animation takes 3 seconds but only 1.5 of it cannot be interrupted - or we may have a valid bug. -
I can't really give advice on a high end fortunata as my high end Widow is a night widow, her fortunata build is more mid range. Also, your idea of high end is clearly way more expensive than mine - I hardly ever bother with purples. However, a couple things immediately leap out when I look at your build:
1. Mids incorrectly shows the brute APP's as being available to VEATS and they do NOT get access to them, only to the patron pools, so you can't take block of ice and none of the patron pools for VEATS offer a hold.
2. You have WAY overslotted mind link - the last 3 membranes are SERIOUS overkill and are giving you almost nothing. The first 3 membranes in mind link will give you 76 second recharge and 15.6% def, adding in 3 more reduces the recharge by about 2.8s and increases the def by 0.9% - not worth 3 slots (or 3 membranes, which are pretty expensive these days). I would actually suggest going with 2 membranes and a common L50 def IO - that will give you an 82s recharge and capped def, which will make it perma.
3. Drop mental blast, pick up subdue and slot dominate for damage instead. Unlike the controller/dominator version, the widow version does really good damage and should be treated as a ranged blast that just happens to have a hold attached to it. The best single target ranged attack chain is TK blast -> dominate -> subdue with possibly gloom (from the Soul Mastery patron pool) thrown in if you really want to hit hard. Note that mental blast and TK blast do exactly the same damage with different secondary effects (-rech for MB, knockback for TK). I like TK blast because it is faster casting and will KB a boss, but YMMV.
As some food for thought, here is my fortunata build - I focused on softcapping without mind link and when mask presence is suppressed (which reduces its def to 3.4% the way I have it slotted) I am at about 47% melee, 46% ranged and 41% AoE def.
I went with dart burst and psychic scream as my regular AE attack chain because dart burst actually has slightly better DPS than the two mental AE attacks and its easier to line two cones up than one cone and one sphere, but that is really a personal preference more than anything else. No purples and the only really expensive IO's in the build are the LoTG +recharge, miracle and numina's unique:
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Quote:It also means if you die and are rezzed in the middle of a AD/PB cycle you have no mez protection until it recharges and if your mez protection happens to run out while you still have no end, you are just as screwed.Being a click activated mez means that when you get end drained, your mez protection is still up.
While the OP's complaint was WAY over the top, it IS a pain to be constantly interrupted by AD or PB firing off in the middle of a fight and the benefits that click mez protection afford you are a lot less than they used to be before toggles where changed to only drop now when you are end drained. In addition to the above mentioned 'no mez prot after death' issue and having to constantly cast them, you also have the following problems:
- pre-SO you generally can't slot enough recharge to keep your mez protection permanent
- SK down far enough and enhancement slotting that previously made AD/PB perma is no longer enough
- If you are in an AE mission and fire off AD/PB just before exiting the mission its buff is wiped and you can't recast it until it recharges.
- Recharge debuffs can prevent you from keeping up your mez protection.
Now, a lot of these issues are ameliorated by the fact that a def based set is not going to get hit often, especially if you are softcapped, however for my first couple of bullet points above (low level, pre-SO's and SKing) you are a lot more likely to NOT be soft-capped, or even near it.
Really, the only thing you gain these days from a click mez protection power is lower end cost overall, which is balanced by the fact that you eat a nice chunk of end (10 points) when you do put it up; double stacking it, which is balanced by even more time spent NOT attacking as you cast it more often; and the previously mentioned coverage while end drained.
Some folks may thing those balance out, I think the click protections fall short of toggles - not short enough to care if the are ever changed but still short. -
Quote:There are no blueside VEAT specific arc contacts, nor are there redside HEAT specific arc contacts so the answer is Alan desslock's missions will not be accessible if your VEAT changes to a hero/vigilante. You are not 'locked out' any more than any other villainous AT is locked out from redside content if they become a hero - you can always switch alignments back to villain/rogue and get access again.i have another question concerning blue side arachnos, does it mean the alan desslock missions are closed out or is there a blue side contact like that for VEAT's
Its really a lot simpler than it seems - if you want to do villain story arcs you have to be a villain/rogue, if you want to do heroic story arcs you have to be a hero/vigilante. The ONLY exception is Task/Strike forces which anyone who has acess to the contact can run and the few true multi-alignment missions, like the Winter event missions. -
Check out the threads titled "No response from this server..." - they cover this problem. The gist of the problem is that they rolled out a patch saturday morning to address a bug in the Winter event but not all the update servers appear to have gotten the patch. When you run cohupdater and connect you get a random update server - if its a good server, you are ok, if its a bad one it will un-update your CoX install and you get this error because your client version doesn't match the game servers.
If you get the error you need to force the game to re-update by flushing your DNS cache and deleting the checksum file. It may take a couple tries until you get a good update. Once you have a working copy there are instructions at the end of the other threads on how start CoX in a way that bypasses the update so that you don't acidently get downgraded again. -
Right click on the global window tab, select edit tab from the dropdown. You get a window with the chat channels that display in the global tab on the left and all the other channels in the right. Just select "Hero Zone Event Messages" from the available channels and add it to the selected channels.
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I also got in on the run Knowmad did on friday - thanks for that knowmad, it was a blast.