GrandSpleenPART2

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  1. Yeah, it can be tricky to get into the Chantry if no one tells you what to look for. I play a teleporter, which made it even more confusing: you can't teleport in, as the cursor will not go past the wall (even the "open" point), and visually, the open spot is not so distinct from the rest of the force field (or not distinct at all?). I'd been out there for a Shard TF before, so I knew you had to walk through a "wall," but I forgot you can't port thru it.
  2. GrandSpleenPART2

    Horror movies

    Wow, thanks for all the replies everyone! Way more than I had hoped for Looks like I have some homework to do... Japanese movies are always great if I can find them, but even though she'll be happy about the language I still have to steer away from the "deeply disturbing" end of things. I think I will have to save Audition for some time when she's out of town! I am not sure if she has seen Ju-on. I haven't... I'll have to ask her.

    In the Mouth of Madness sounds like a good lead with a lot of votes, so maybe I'll start there.
  3. GrandSpleenPART2

    Horror movies

    I enjoy scary movies but gratuitous gore a la George Romero turns my wife off. I don't care whether it's there or not personally; it certainly is not a selling point for me. I like thinking-man movies, so well-constructed zombie or ghost films are way more interesting for me than your average slasher.

    That said, I'm looking for some recommendations. I like to watch movies with my wife, so excess gore is pretty much an immediate "no." Anyone know some intelligent and SCARY movies appropriate for a cute little Japanese woman? I adore the original Dawn of the Dead (and the remake!) but that would have way too much blood for her. I'd go for something that's even just "creepy," more like a thriller than your typical all-must-die horror flick.

    I'd love to find a website that rates the gore in a given movie on a scale of 1-10 or some such, but wouldn't know where to begin looking....

    Thanks for any ideas!
    GS
  4. I heart my War Mace/Dark brute. Definitely preferred it to Electric (which I tried on a Scrapper). Oppressive Gloom is an impressive power, and stuns on warhammer stacked well with it. Leap into a spawn and smack a boss with Clobber and he's out of the fight. As a brute, once slotted I hit about 39% defense on S/L and E/N both. Resistances are roughly 50% for S/L/N, with 23% on energy/toxic and 35% for F/C. Psi res approaches 60%.

    Cons were there, though. Endurance management was a severe pain before getting slotted out (but after IO set slotting and accolades, the issue was pretty well solved). DA has no resistance to knockback, but you can solve that easily enough with inventions. Also, with tough/weave/combat jumping I was running a grand total of eight (8!) defensive toggles at any time. If I did happen to die, I *needed* most of that 15 seconds of invulnerability just to toggle back up! And finally, you need a lot of Kinetic Combat and Eradication to get high defense, so it's a very expensive set to slot out. Does NOT fit your criterion of "IOs out easier."

    edit: I originally planned this character as a tank, and S/L/N was at or near the non-incarnate softcap.
  5. GrandSpleenPART2

    Incandescence

    Hi all,
    I'm looking at Paragon Wiki's info on Incandescence and also the in-game descriptions. I presently have Core Invocation and am working toward the next tier.

    My question: What's the difference between Total Core Invocation and Partial Core Invocation?

    On the wiki it looks like total core does -70% healing resistance, while partial core does -50%. The rest appears identical -- making total core an objectively superior power.

    The in-game description ALSO says this of total core: it is a "Wide" teleport (vs. just a teleport) and its "safe zone" lasts longer than other versions of this power. Not sure what that refers to. Anyone have any ideas? Also, what advantage could partial core have?
  6. I missed this post by a month, but I'm in almost the same boat exactly so I'm posting here (sorry).

    Considering a respec into a defensive build for incarnate trials on my FF/Rad. Previously had lots of accuracy and +recharge. I'm taking a slightly different approach, though. In the current game I believe heroes can, via the alignment system, become villains, run a patron arcs and get access to a patron power pool, then become a hero again. This allows a defender to get Scorpion Shield, which will put S/L and E defense over or near the pre-incarnate softcap without any IOs at all. Then use IO bonuses to patch up N defenses, and if you're a completist, F/I as well (as I have done here). Note that with Nerve or Agility incarnate your defensive abilities jump up another 20-33% depending on the ability you've got slotted.

    I'm using different pools than you as well, so I'm posting this just to show what kind of numbers you could get.

    And can anyone comment about the viability about a hero getting Scorpion's PPP via the method described above? Would like to know for sure before I go through the trouble of become a villain!

    Here is what I've been toying with:



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  7. I think it is done this way because of the "combat phasing" technology that these arcs employ. Completing one of these arcs, even in Oro, permanently changes Atlas Park for you, in terms of which contacts you can see standing around and what enemies spawn while you're in certain areas. It may be a technological limitation that you have to do the arcs in order. (But if you can finish through Aaron Thiery and then go BACK and re-do, say, Matthew's arc, I don't think 'technological limitation' would be an adequate explanation). It may also be that the devs are trying to enforce a particular "continuity" to the arcs.
  8. I was just dusting off my unfinished sonic/sonic, and was thinking about slotting as well. Hadn't gotten started yet in-game, but I did have an old Mids build to go from. In contrast to the approaches above, I was going for +recharge to cope with sonic attack's slowish recharges. In practice I find that I don't need the softcap when I'm not on a meleer or a blaster who might draw more aggro, and in this build I have almost no defense whatsoever! I do have 70% resistance to S/L, though.

    This is a legacy build -- still has fitness as a power pool selection in it, and still treated my travel power as if I needed to wait until 14 to take it. When I get around to it, I will probably rebuild this from the ground up so I can put more slots in the shields and maybe switch ancillaries (now that I'm looking at it, not sure I like total focus in there).

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  9. Hi everyone,
    I've recently started into the incarnate system. I'm looking for some wisdom from the more seasoned incarnates out there... how do you prefer to spend your empyrean merits? Is 20 threads for 1 merit a good deal? Is it better to save up for the rarer pieces of salvage?
    GS
  10. Quote:
    Originally Posted by Winterminal View Post
    -Break down the War Walls (adjacent zone travel would be akin to Praetoria).
    Yes! Say hello to the 1st annual Paragon City Cape to Canal speedster challenge! From the cape north of Astoria to the Baumton canal (or beyond!).

    I've gotten used to them now, but I remember feeling disappointed by the war walls at launch, and having load time in between zones unlike some other games where travel was seamless. It really makes the game environment feel more episodic and less like a whole.

    I would also have to aree with the Paladiamors above me: having no auto-attack puts you in the driver's seat in a most baldly evident way. A great game mechanic decision.
  11. GrandSpleenPART2

    DA/EM help

    Data link:
    http://www.cohplanner.com/mids/downl...8DFE027979C2D4

    Comments:
    I gave it a shot... consider it a jumping off point. It isn't soft-capped, but the numbers are up there: 39.2% for S/L and 38% for En./Neg., along with the resists native to DA. Fire and Cold are relative weak points at 17.3%. I made this using an older build of mine -- originally, it was a DA/war mace tanker with soft caps and resistances around 70% across the board. I kept the build but made it into a brute, putting the defense % around the numbers that you see here. Now I've ported it over into energy melee, and it worked OK, but the transition was not graceful.

    Problems with this build:
    1) DA is endurance-heavy, and this build relies on a lot of sets that are not great for endurance mitigation, compounding the problem. Death Shroud is in the build for the chance to use Eradication, but with endurance problems you probably won't be able to use it solo. Not to mention that you need Weave and Combat Jumping running to get those numbers up as well!
    2) 4 slots on stun and on the taunt, while some attacks go 4- or 5-slotted. The strict set requirements of the build forced me to spread slots around in less than ideal ways.
    3) Super expensive!

    Play with it and see if you can come up with something better
    -GS

    The build:
    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mr. X: Level 50 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Dark Armor
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(19), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(21)
    Level 2: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(17)
    Level 6: Teleport -- Zephyr-ResKB(A)
    Level 8: Whirling Hands -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(11), Sciroc-Acc/Dmg(11), Erad-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Acc/Dmg/EndRdx(25)
    Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
    Level 12: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15)
    Level 14: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(33), Mocking-Taunt/Rng(33)
    Level 16: Dark Regeneration -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Theft-Acc/EndRdx/Heal(29), Theft-Acc/EndRdx/Rchg(31), Theft-+End%(31)
    Level 18: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(34)
    Level 20: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Def(36), LkGmblr-EndRdx/Rchg(36)
    Level 22: Boxing -- RzDz-Immob%(A)
    Level 24: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37)
    Level 26: Stun -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/EndRdx/Rchg(27), P'ngFist-Acc/Dmg/Rchg(37), Dsrnt-I(39)
    Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
    Level 32: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dam%(39), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(40), Mako-Dmg/EndRdx(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
    Level 35: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(45), RzDz-Acc/EndRdx(45), RzDz-Acc/Stun/Rchg(46), RzDz-Immob%(46)
    Level 38: Soul Transfer -- Erad-Dmg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40)
    Level 41: Superior Conditioning -- EndMod-I(A)
    Level 44: Physical Perfection -- EndMod-I(A)
    Level 47: Hasten -- RechRdx-I(A)
    Level 49: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(50), Erad-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(43), Mrcl-Heal(45)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Acc(43)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
  12. Just a curious question, actually. I'm currently playing a claws Stalker, and fighting through wave after wave after wave of lethal-resistant Longbow. Makes a guy feel lacking. I'm thinking back to my days as an archery blaster -- granted, I wasn't fighting Longbow, but both of these sets primarily use Lethal damage. Why does Archery seem to get the job done so much more efficiently?
  13. Hello all,

    I've heard that the Steam Overlay is available for CoH, but I can't seem to figure out how to activate it. Normally, when I want to configure a game to run the overlay, I open my Steam games library, right-click on the game title (on the left sidebar using the new Steam client), select "Properties" and there is a tic box labeled "Enable Steam Community In-Game." However, when I check out the properties for non-Steam games like CoH, that box is not available. Does anyone know how to activate the Overlay in CoH?

    (note: when adding CoH to my Steam Library, I just used the "add non-steam game" option and selected the CoH updater. Perhaps I did something wrong?)

    And a side-problem: When I run CoH via Steam, first Steam runs the updater (same thing I'd do if I ran it outside of Steam). During this time, my friends window lists my status as "In Non-Steam Game," as it should. Once the game proper launches, and the updater closes, my Steam status returns to "Online" and no longer shows that I'm in a game. This might be related to my Overlay problem.. Any ideas?

    I've done some searching on these forums and on Google in general, but there doesn't seem to be a wealth of information about using CoH with Steam available, especially about problem-solving.

    Thanks!
  14. Thank you! I'll get to work on this after I get back from the office tonight.
  15. Hiya,
    I'm pretty amateur with this stuff, mostly building for function rather than form. But I'd like to do something a little fancy with my villain base, and create the illusion that the player is descending from the sewers (the secret entrance room) into a hidden arcane chamber (the rest of the base).

    I'm stuck because I don't know of any way to raise the secret entrance itself. It doesn't seem to stack on top of other things. Is there any way to get the player to enter the base at a relatively high level, then go down steps into the room(s) adjacent to the entrance room? All I seem to be able to do is raise the floor on the entrance room and lower the floor in the adjacent rooms, but the effect is not very dramatic.

    Thanks for any help!
    GS
  16. If it helps, I have been having a similar problem, although it seems to have resolved itself.

    Before the new patch, no trouble logging in. After the new patch, I tried logging in (today, actually -- I have been away for a week). I got the classic hang-time as my system tries and fails to connect to the login server, then the message you posted earlier (unable to log in, please check firewall settings, etc.). I tried a couple more times. On the third attempt I got a message saying "That account is already logged in." (I suppose my second attempt actually got through somehow, despite my computer showing a rejection message). On the fourth attempt I was able to log in quickly.

    Something's wonky, and I'm not sure it's on our end. Anyone else having such issues?
  17. GrandSpleenPART2

    Winged Boots

    I checked the boots again -- it was the color. They were black & green, with black as the primary. I checked them out with a green primary and the aura is easily visible. Changing it back, I squinted really hard and was able to detect the black aura also.

    Thanks for the replies!
    GS
  18. Thank you for the feedback! I've revised my build based on your suggestions.

    1) Picked up En. Prot. for the Steadfast proc.

    2) Took slots out of Air Sup., moved them around (allowing me, for example, to put the 5th slot in Mace Blast).

    3) I moved a slot from Cons. Pow to Hasten. I like Hasten but I've always been happy with it being one-slotted. That said, I may end up dropping Cons. Pow as you suggest.

    4) I was under the impression that Regen was a good attribute to work on for a Def-based character. Why do you say that Health is doing nothing?

    5) Trying to keep costs to a minimum, so I haven't included K.Combat, Basilisk or the LotG recharges. I even managed to remove the slots from Air Sup. & take out the K.Combat that was in there previously.

    6) Hide picked up a kismetic accuracy proc because I found one in-game last night

    7) Although I don't like K.combat, I do like the suggestion of putting the -res proc in Slash. Doing that, however, will almost certainly mean that I need to put K.Combat in one of the other powers that currently has Smashing Haymaker in it. Question about the proc: does it have 2 chances to fire (since Slash hits twice)? Or is Slash just a once-applied DoT that looks like a two-strike attack?

    8) If I don't PvP, AFAIK perception is only going to help me vs. Night Widows. Is that right?

    Current build:

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    |422C6196084B9425CE9260D96169FD05008FF455|
    |-------------------------------------------------------------------|
  19. GrandSpleenPART2

    Winged Boots

    The Paragon Wiki says that Winged Boots give your character a blur aura while moving that is dependent upon the boot color. I don't seem to see an aura on my character; is this information out of date? I tried it with no powers, with sprint only, and with super speed, but I don't see anything.

    Anyone else with Winged Boots able to give this a try?
  20. Working on my first stalker here. I have lots of questions -- hope I can get some answers! I have a couple of general questions first:

    Do people generally slot Hide? I've got it 3-slotted in this build, seems as good as slotting Stealth in any other toon.

    Stalker APP snipes: the activation time is so long, I can hardly imagine taking one. But just the same, is there a +crit applied when the snipe is used from Hidden status?

    On to the build itself:

    After level 40, there were no powers I really wanted. I took CJ to help my softcap, and ended up slotting Air Sup. with Kinetic Combat even though I was trying NOT to slot Air Sup. OR take any Kinetic C's (they break the bank!!). I ended up with:

    S/L: ~45%
    Cold/Fire/Neg. Energyy: ~30%
    Energy: ~44 (bit under that).

    I did NOT take Stamina. I thought that between Cons. Power and Energy Drain, I'd be OK. Can anyone with experience using Energy Aura comment on this? In a couple of places I also chose to go with sets that add +MaxEnd to help out.

    I'm trying to stick to a concept a bit here, so I've got Flight (Would probably drop it otherwise).

    I'm not sure I see the point of Overload in this build, except for certain AVs/EBs. Is it worth a power slot?

    I don't especially like any of the APPs, but I went with Mace for concept. How annoying will the redraw between mace & claws be? Also, I find the power choice of Summon Spiderlings extremely dubious. Any suggestions for another power there?

    NOTE about the build as displayed in Mids: HIDE is turned off, since Mids shows the out-of-combat numbers. So, add about 3% to the defense totals.

    Sorry for the LAUNDRY LIST of questions! If you manage to wade through it all, a thousand thanks!

    Here is the build code:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1398;687;1374;HEX;|
    |78DAA593594F13611486BF6ED676A61B652F5B59649301EE5C2E8C42550C28588D4|
    |68D4D533FDAEA38AD9D2272E70FF0CA25AEB8FD03A362A2771AE37FD00BA37FA49E|
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    |9494E49E353733AB64FDDD07E2507941C54D21627B9A33A830689A1C45412511255|
    |125312579254D2AD645349E30FF580F6BB|
    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by Captain Fabulous View Post
    So if you speak of dev intent, the market exists solely to keep people playing and paying, nothing more, nothing less. The more things cost, the more farming, um, playing you need to do to earn more inf to buy more expensive stuff which further raises prices; lather, rinse, repeat. The market is set up exactly the way the devs want it as it completely fulfills its goal. Why mess with what ain't broke?
    Granted you are withholding (direct) judgment, the same argument could be made for the game itself: it exists to keep people paying. I mean playing. Wait, what's the difference?

    Point being, connecting in-game mechanics or systems to profit-making motives is merely academic. Like saying McDonald's makes hamburgers because they want to make money, rather than for love of juicy beef.
  22. Quote:
    Originally Posted by Fire_Minded View Post
    I see on forums where people say things along the lines of "Worthless joke build." and its oddly a very nice combonation.Like Ice/Sonic on a Controller, and Storm/Elec on a Defender.These builds arnt jokes, nore are they bad.I have these builds and they are awesome.
    The ice/sonic thread in question ( http://boards.cityofheroes.com/showthread.php?t=214711 ) doesn't actually state that it's a bad or ineffective build. Merely "funny," which could as easily be "amusing" as it could be "strange." Maybe you're interpreting a bit?

    It's also strange that you'd mention that you "have" such a build, though in the other thread you admitted (today) not having thought of it before.

    While I've seen my fair share of fire/kins, I actually haven't grouped with one in awhile.

    The min/max mentality is out there and strong, but not as common as you seem to make it. I think it's a case of selective perception on your part. Bottom line, try not to worry so much about the freedom of choice being exercised by other players. Just enjoy playing.
  23. Other posters have said it, and I'll agree that +End is what you'll want the most. +recovery is nice, but don't go for it primarily, as +end will bring you a higher recovery anyway, as recovery works as a percentage of your total End.

    I did an ice/rad. With just toggles, I had this end drain:

    Arctic Air: 1.04end/sec
    Radiation Infection: 0.52end/sec
    Enervating Field: 1.04end/sec
    _____________
    Total 2.60end/sec.

    (Unenhanced). Even enhanced, and skipping Choking Cloud, I was constantly sitting on an empty bar up to my late 30s/early 40s. When Accelerated Metabolism was running (+30% end recovery), I could still deplete my bar if I didn't play conservatively. This is before factoring in my APP armor toggle (I went ice, 0.33end/sec). And, since my 2 rad toggles are foe-targeted, there were bouts of time between fights when I only had one toggle running.

    For comparison, here's the major toggles in ice/sonic:
    Arctic Air: 1.04end/sec
    Disruption Field: 1.04end/sec
    Sonic Dispersion: 0.52end/sec
    _______________
    Total: 2.60end/sec

    Which is the same as above. If you are planning to take the sonic repulsion (ally-targeted AoE KB power), that's another 1.04end/sec, plus some end drain for each target repelled. It's not an especially popular power, but that with the toggles above will be unsustainable I think (but anyway, I imagine you'd only be using the KB power when needed, not running it all the time)

    For my /rad, I went heavy on the +end, and ended up somewhere around +20 end and some miscellaneous recovery buffing too. The Atlas Medallion and Portal Jockey are your friend Once I got my endurance max high enough, my end troubles were over.

    End-heavy until the 40s, then when you get some slots in there, you have the power to balance it out.
  24. GrandSpleenPART2

    Liquefy

    Aha. I hadn't thought of that! Thanks for the info, may affect my slotting decision now.
  25. GrandSpleenPART2

    Born Date?

    I like this idea. But I think a simple line of text would be nicer than the crazy baby logo