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Posts
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Joined
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Script kiddie(s) attacked the hosting setup for Titan Network, which CoHFaces is part of. While they are recovering/rebuilding/resecuring, they've left most other pieces down but Paragon Wiki. Should be a link at top of Wiki saying what's up.
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Thinking on Accolades, I'd say start with Posi Blueside, and work our way through the TFC requirements. We can pop Red-side if we've not enough to run the next TF in level range and work through those as well.
Also, sadness, I missed the .GIF cut again! -
Is that this weekend? Damn... forgot to sign up for it.
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Quote:Not pissed, just with the amount of variety and ease of leveling/playing/tools available, it irks me to see people asking for handouts/builds/etc instead of playing around with it themselves. This games thrives on alts and differences, while still be generally balanced enough that any character can solo 1-50*. Hell, right now, you can make 1029 different characters, and never repeat a combo of Pri/Sec/AT.@Errant: hehe sounds like ur really pissed, arent u^^
lol at " for both the mobs and your death" on fiery armor description cuz i experienced it^^
btw its really informative, now im enlightened, myb i should go to WILLPOWER (for defense) or ENERGY (simply cuz it has less Cons^^)
And yeah, the Fiery Armor lline is from personal experience as well, I have a Spines/FA that I've finally exiled... rolled it right when FA came to Scrappers, have an awesome concept for it, but just never played it. Running that list down made me REALLY interested in a Spines/EA, so I wound up rolling on. Haven't tried it out yet, but it looks disgustingly tasty.
May go back to Spines/FA once Brutes finally get Spines. I want that Taunt Aura, Higher HP, and Resist Caps.
*some build may have a rougher time than others, but pretty much any can take on 3 even con minions, or 1 lt and 1 minion, the stated base metric for gameplay. -
Quote:Villain Plan by Mids' Villain Designer 1.952I mean it's up for debate. If I could find a build that was S/L/E softcapped & didn't break the bank for a Cor, I'd be happy to stay with it & not reroll.
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Dark Blast -- Empty(A)
Level 1: Web Grenade -- Empty(A)
Level 2: Gloom -- Empty(A)
Level 4: Caltrops -- Empty(A)
Level 6: Dark Pit -- Empty(A)
Level 8: Tenebrous Tentacles -- Empty(A)
Level 10: Acid Mortar -- Empty(A)
Level 12: Night Fall -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Force Field Generator -- DefBuff-I:40(A), DefBuff-I:40(17), DefBuff-I:40(17)
Level 18: Kick -- Empty(A)
Level 20: Poison Trap -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Weave -- DefBuff-I:40(A), DefBuff-I:40(25), DefBuff-I:40(25)
Level 26: Life Drain -- Empty(A)
Level 28: Seeker Drones -- Empty(A)
Level 30: Maneuvers -- DefBuff-I:40(A), DefBuff-I:40(31), DefBuff-I:40(31)
Level 32: Assault -- Empty(A)
Level 35: Trip Mine -- Empty(A)
Level 38: Scorpion Shield -- DefBuff-I:40(A), DefBuff-I:40(39), DefBuff-I:40(39)
Level 41: Web Cocoon -- Empty(A)
Level 44: Triage Beacon -- Empty(A)
Level 47: Vengeance -- Empty(A)
Level 49: Combat Jumping -- DefBuff-I:40(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Almost done though. We're playing in First Ward. (trying to get my debt-ridden *** to 20)
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Quote:Really? with Scourge + DoT Attacks? Blech.Wow, great info here. Realized I won't need Dark Pit since I have Seekers to soak alpha so I can pick up Night Fall. Also I'm going for a concept build so I'd like to keep the /Dark Epic. Soul Drain/Dark Consumption seem to good to pass up anyway. After talking to a couple people I'll probably be going Defender, much easier to softcap S/L/E with not to much of a damage hit solo, and better debuff numbers.
"You are dead to me!" /Rarity -
I'm going Red/Rogue, for both availability on PPP's and 'cause Red-side is cooler.
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I have a Dark/Cold with 43% S/L/E Def, so it is a similar playstyle to what you intend, I'd wager. Nightfall is delicious, those DoT Ticks add up when you chain TT and NF. Just the caveat being since NF is narrower and wider than TT, you'll miss some of those you immob unless you step back. I solved this by not caring about the one and two on the sides. ^_^
Pro'ly easiest would be to shoot for just Ranged/AoE or S/L/E(/N). Those delicious cones work best from a distance, so I'd avoid going for M/R/A. -
Yeah, I'd actually be tempted to put in some defense items into my bases now. ^_^
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Quote:Realized some more.1. AS Inherent, unlocked at Level 6, missing attack restored to powersets.
2. Hide Inherent, unlocked at Level 1, missing power restored to powersets.
3. Hide Cooldown altered/lowered, mebbe timing off of Attacks made only? Make it so ducking behind a corner is just as viable as Scrapping it out.
4. Placate fixed to actually work, all the time, including suppressing offensive toggles. Perhaps a double pulse of Placate at target?
5. Stalker HP reduced, or Stalker +HP powers adjusted to not lose 2/3rds to 4/5ths of benefits.
6. Critical Bonus increased to map-range, vice 30' radius.
All I can think of right now.
7. Damage Scalar increased - 1.25 preferred, 1.125 more likey.
8. Hide doesn't break if an attack misses all targets (not just preserved on AS).
9. Reduce Stalker HP to CoV launch levels. Make them the Weakest Melee with the Highest Damage. (only if paired with buffs to Criticals/Scalar/et alia that make them legitimately 10/10 Damage toons). -
A Defender with Cold Domination, Sonic Resonance, or Forcefield.
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Toss your current build up as well, we could pro'ly give more concise advice. Here, though is what I genn'd up as a guess to what you've chosen for power picks.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Dominator
Primary Power Set: Ice Control
Secondary Power Set: Psionic Assault
Power Pool: Leadership
Power Pool: Speed
Villain Profile:
Level 1: Block of Ice -- Empty(A)
Level 1: Psionic Dart -- Empty(A)
Level 2: Frostbite -- Empty(A)
Level 4: Mind Probe -- Empty(A)
Level 6: Arctic Air -- Empty(A)
Level 8: Assault -- Empty(A)
Level 10: Maneuvers -- Empty(A)
Level 12: Ice Slick -- Empty(A)
Level 14: Tactics -- Empty(A)
Level 16: Psychic Scream -- Empty(A)
Level 18: Hasten -- Empty(A)
Level 20: Drain Psyche -- Empty(A)
Level 22: Shiver -- Empty(A) -
Quote:Yes permahasten. You got squat for AOE with stone/elec. fast attack chain means fast seismic smashes et al, all of which animate very fast. The faster your st repop, the faster you can mow through things.Quote:Softcap to S\L is nice, but you need taunt and perma hasten man!
And unless you intend on tanking AV's you can't hit (a la Recluse in STF), Taunt is not required. Attacks and your Damage Aura should be more than enough threat to hold attention of mobs.
I'd be more concerned over your slotting... Getting that close to the S/L soft-cap is great, but you've got some rather odd slotting choices to make that happen. Your ST attacks are underslotted for damage, I'd flip-flop BU and FA's slotting, Lightning Field needs EndRed, Weave and Maneuvers can drop the Tri-Aspect LotG, and CJ gains minimal benefit being slotted beyond base slot with +Rech, especially with how slot hungry your build is.
What are you looking to do with the toon? That'll aid how we suggest you wanna build it. But roughly, I'd suggest just going for 32.5% S/L Defense (small purp from soft-cap), while making sure not to sacrifice slotting elsewhere. -
I feel, despite the roots, that Vigilantes are closer to Villians and Rogues closer to Heroes. So, I'd lean towards the Vigilante who's executing those he feels are guilty.
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Quote:Color me perplexed then. I made the error of assuming since it could slot the regular, it could slot the sets. But, original point stands, you'd rather slot for damage over -Def.Not according to the detailed power descriptions, they can't. Call Reinforcements also doesn't take def debuff sets to allow the Achilles proc, just plain def debuff enhancements.
I had never before noticed they even could be slotted for it... but now that I see it, I'm pretty baffled.
Anyway, even if they have good -def in their attacks somehow, it wouldn't be worth slotting for over damage. -
The attacks the pets make can debuff the defense values of the target. I wouldn't worry about it too much, since you've pro'ly already build for enough accuracy to reliably hit. It is useful for IO slotting tricks though... ref: Achilles' Heel:Chance for Resistance Debuff
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1. AS Inherent, unlocked at Level 6, missing attack restored to powersets.
2. Hide Inherent, unlocked at Level 1, missing power restored to powersets.
3. Hide Cooldown altered/lowered, mebbe timing off of Attacks made only? Make it so ducking behind a corner is just as viable as Scrapping it out.
4. Placate fixed to actually work, all the time, including suppressing offensive toggles. Perhaps a double pulse of Placate at target?
5. Stalker HP reduced, or Stalker +HP powers adjusted to not lose 2/3rds to 4/5ths of benefits.
6. Critical Bonus increased to map-range, vice 30' radius.
All I can think of right now. -
Damn... shame that. *scraps idea for a WM/Will/MM Scrapper*
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Quote:If we are getting this drop as a "representation" of Maelstrom losing his pistol, why not have it as a 100% drop to SOMEONE in the trial? Obviously, someone went and scooped it up. 4% per player for an aggregate of 7.84% max per instance (as you said, 2 per successful trial) is an absurdly low percentage for a cosmetic option. Didn't the player base already go through this with previous costume recipe drops? Additionally, while I approve of the notion behind someone "scooping" it up in through only the iTrial... we kick the crap out of Maelstrom multiple times through the Alignment system... Why gate this cosmetic item behind an even more restrictive drop rate than PvP IO's?...Hey all, just popping in here to give some clarification on this point:
There are two ways to obtain Maelstrom's Pistols as a costume piece. The recipe has a 4% chance to drop each time you see a pistol get knocked out of Maelstrom's hand in the TPN Campus incarnate trial. This occurs twice per playthrough on a successful trial - once when you defeat him inside the main TPN Campus building, and once when you defeat him outside during stage 4 of the trial. That means there's a 7.84% chance of somebody in the league getting the Maelstrom's Pistol recipe... ...Using the recipe allows you to craft either the left pistol or the right pistol.
The other method of obtaining this costume piece is to complete the TPN Campus trial with an Incarnate character who uses either dual pistols or thugs, and then visit Empyrean Michael. You should then find that he will allow you to unlock both pistols on that character for a moderate Empyrean Merit cost. This ensures that all characters who can use dual pistols have a way of eventually unlocking Maelstrom's guns if that's what they want. The main goal with this reward is to give players multiple ways to earn a signature costume piece from an incarnate level villain, while making sense within the story of the trial (each time you beat him, he loses a gun, until he's left with only his fists and feet in the grand finale.) The idea here is that the recipe drop feels like a "bonus" - it allows you to use the pistol on a low level alt, or on a character you haven't done TPN with - but that any Dual Pistols or Thugs character who wants to unlock the piece for having defeated Maelstrom at TPN Campus is also able to do so.
Have two recipes drop per successful instance... if you want, have it be that the recipes aren't awarded until completion of the trial. But don't place this miniscule chance out there. Please, Positron, this will set a bad precedence.
*I say this with having only 2 DP toons, and little to no interest in grabbing this recipe. -
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I'm in, on someone, and I can also dual-box/open if needed.
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Rick, you really just need to play. Alts are not evil.
However, on topic, a rundown (all comparison are based on SO's, IO's can DRASTICALLY alter the performance of a secondary):
Dark Armor - Murky AoE Death, the old school lawnmower. Pros: Damage Aura, Mezz Aura's, Psi and Toxic Resistances, Best Heal in Game, Self-rez. Cons: No endurance management, no KB Protection.
Electric Armor - Sparkly AoE Death, arguably the most survivable of the 3 lawnmowers. Pros: Damage Aura, Multiple Endurance Management tools, bonus Recharge, Psi Resistance. Cons: KB and Immob Protection can be erratic, pure Resistance set with no Toxic Resists, Tier 9 hampered by Scrapper Resist cap.
Energy Aura - Sneaky AoE Death, a new combo, but theory-crafting it seems very strong. Pros: Best Toggle Mezz Protection (Spectrum, not Magnitude), Scaling bonus Recharge, Taunt Aura, Unsuppressed Stealth, Multiple Endurance Management tools, disgustingly awesome Tier 9. Cons: No Psi Defenses. (really, that's all the cons I can think of? frak... may need to roll one of these)
Fiery Aura - Burnination AoE Death, the fastest of the 3 lawnmowers, for both the mobs and your death. Pros: Damage Aura, almost Best Heal in Game, Endurance Management tool, Bonus Damage, Burn, Self-Rez. Cons: Mezz Pro split awkwardly among armors, No KB Protections, Immob Protection comes late, relies on the "Kill before Killed" method of gameplay the most.
Invulnerability - Shiny AoE Death. Pros: Taunt Aura, multiple Layers of Protection (Def, Res, Heal), strong Tier 9. Cons: No Endurance Management tools, relies on mobs for survivability... so possible to kill yourself by killing them, Tier 9 hampered by Scrapper Resist cap.
Self-Empathy (Regeneration) - Clicky AoE Death. Pros: Endurance Management Tool, unique and fantastic Tier 9. Cons: Reactive Secondary-not "Fire and Forget", main mitigation is self-healing...not regeneration, has a learning curve, Self-Rez.
Shield Defense - Impossible AoE Death. Pros: Taunt Aura, +Dmg Aura, hybrid Def/Res/HP mitigation, Telenuke. Cons: Doesn't exist. Apparently you can't hold a Shield while sprouting Spines.
Super Reflexes - Lucky AoE Death. Pros: Fire and Forget, bonus Recharge. Cons: Mainly Defense mitigation, no Endurance Management tools, no self heal, RNG haetz players.
Willpower - Tough AoE Death. Pros: Taunt Aura, Layered Protection (Def, Res, HP, Regen), Fire and Forget, Endurance Management tool. Cons: No self heal.