Heraclea

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  1. Quote:
    Originally Posted by Scarlet Shocker View Post
    I believe that now that Melissa is in charge, War Witch should be elevated to some senior position in game
    By this logic, Statesman should be dead, dead, dead!
  2. Quote:
    Originally Posted by AmazingMOO View Post
    The costume creator is, in my opinion, the crown feature of the game. It hooks and lands more players than any other aspect of the game.

    In order to attempt to keep it fresh and new, the CoH devs have worked on adding new costumes and new costume parts over the five years or so.
    The main thing I would like is an option to add at least certain textures and colors to more of the "With Skin" patterns. I would like a way to add cheetah spots to the strapless top and the tank top, for instance.

    And make certain items appear in different places. I always use the Cimeroran pieces as effective Tops with Skin, not chest details. I want male characters to be able to have both a goatee and a Jester ruff, which should be a shoulder option as well as a face detail.
  3. I am more of a ....



    mother bear defending cubs, myself.....
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    Hey all, I just slotted a Performance Shifter, Chance for +end in my Peacebringer (so I could get a boost using the two non-human forms), but the bonus doesn't seem to show up. I'm used to seeing the Numina's unique listed in the numbers as the Numina's proc, but I don't see anything for the Performance Shifter. Is that proc number just thrown in with the other recovery bonuses? Seems a little odd, if so, but I'd like to know it's actually working.

    I thought all those procs worked automatically in the auto powers, so hopefully I wasn't remembering wrong there.
    It does not show up as a bonus, like the Numina or Miracle. It has a 10% chance to give you 10% of your endurance every 10 seconds. You will see it in the combat log; there is no buff icon or blue bubble effect or anything else to let you know that it is working.

    It is worth having in Stamina; on the average, it gives you more recovery than a third even level SO does in the third slot. I always four slot Stamina on a character that will be using this proc, though.
  5. Bold Garlic's build looks pretty solid as well. You'd have an easier time of it if you broke down and took Weave, of course; and might be able to make up the endurance cost by making bonuses there a priority, but that's a matter of taste. There are only a couple of changes I'd make on it.
    • I'd remove the Steadfast -KB protection from True Grit. All it's doing is giving you a 30 point HP boost. Give that to another deserving character and move a slot to Against All Odds and drop in a taunt button.
    • And if you drop OwtS for Build Up, you can get back those hit points and more.
    • You've got 55% recharge. Ain't no reason to prefer Stone Mallet over Heavy Mallet with that going on. I'd switch to the one that does more damage.
    • You come out slightly ahead on recovery if you take out the simple endredux in Tough, move that one to Boxing, and plug in 2 Stupefies, which are easy enough to come by. You might want to swap in more endurance reduction into Tough from the Impervium set. After all, resistance is not your strength.
    • One with the Shield is not something you will get a whole lot of mileage out of if you are softcapping. You could move your Reactive set into Tough and take Weave or another attack.

    Code:
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  6. This is what I went with. Softcap and then recharge, recharge, recharge....

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yansan: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Electrical Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(9), LkGmblr-Def/EndRdx/Rchg:50(11), LkGmblr-Rchg+:50(15), ResDam-I:50(42), ResDam-I:50(42)
    Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(13), T'Death-Dmg/EndRdx/Rchg:40(37), T'Death-Dam%:40(37)
    Level 2: True Grit -- Heal-I:50(A), Heal-I:50(9), Heal-I:50(11), S'fstPrt-ResDam/Def+:30(15), ImpArm-ResDam:40(43), ImpArm-ResPsi:40(43)
    Level 4: Jacobs Ladder -- Erad-Acc/Rchg:30(A), Erad-Dmg:30(5), Erad-Acc/Dmg/Rchg:30(5), C'ngBlow-Acc/Dmg:50(13), C'ngBlow-Acc/Rchg:50(36), C'ngBlow-Dmg/EndRdx:50(37)
    Level 6: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
    Level 8: Against All Odds -- EndRdx-I:50(A), Taunt-I:50(43)
    Level 10: Hurdle -- Jump-I:50(A)
    Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
    Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45)
    Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17), RgnTis-Regen+:30(46)
    Level 18: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(19), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
    Level 22: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Rchg+:50(34)
    Level 24: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Taunt/Rchg:50(36), Mocking-Rchg:50(42)
    Level 26: Shield Charge -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(33), RechRdx-I:50(50)
    Level 28: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 30: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(31), GSFC-Rchg/EndRdx:50(40)
    Level 32: One with the Shield -- Aegis-Psi/Status:50(A)
    Level 35: Phalanx Fighting -- Ksmt-ToHit+:30(A)
    Level 38: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
    Level 41: Boxing -- Stpfy-Acc/Rchg:50(A)
    Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(46), RctvArm-ResDam/EndRdx/Rchg:40(50)
    Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
    Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  7. I might try creating a separate group containing only the one enemy you want to capture GW, and then set that enemy to spawn uniquely in the group.
  8. Quote:
    Originally Posted by MeanNVicious View Post
    Been digging into level 54 enemies lately. I am considering building an Ice Melee tank for the soft control powers like Ice Patch.
    It works, but there are often enemies that resist the effect entirely. The Cimerorans strongly resist the effect -- it's one of the effects of the Roman Yell -- and Vengeanced Nemeses don't fall down either. If it's failing completely, it's likely the mobs have some form of resistance.
  9. Quote:
    Originally Posted by TygerTyger View Post
    Seems like a Shield / Super Strength might top the list, with Shield Charge and Footstomp in tandem, but are there other combinations that dish out good to great AoE damage?
    Shield gets a useful AoE attack in its primary, and a damage boost. Fire gets one that's much less useful.

    Most primaries get aura DoTs, including Fire, Dark, Stone, Electric, and Ice. Of those, Fire's is probably best for damage. Willpower, Shield, Invulnerability don't have damaging auras.

    Secondary - a toss up between Fire and Electric for the first tier. In pure number of attacks, Electric wins, with three damaging AoEs and one non-damage. Fire has 3 damage AoEs. But the non-damage Electric AoE is not worthwhile, and one of Electric's AoEs is a very narrow cone. Fire's AoEs are all fairly easy to hit multiple targets with. Electric has a bit of control; Fire has none at all. Some of the Electric powers are technically splash damage rather than actual AoE attacks, but they all taunt what they hurt.

    Shield/Electric is a favorite combination; you have two teleporting AoE attacks that make it easy to round up two close spawns.

    Mace and Battle Axe are the second tier, with Mace beating out Battle Axe slightly because one is larger. Dual Blades is close to them on paper; its actual value will depend on how free your build is and how much you enjoy the combo system.

    Ice has two damage AoEs, one PBAoE, and one a broad cone. It also has one pure control AoE.

    Dark Melee has 3 AoE attacks. All do damage. But 2 of them have such long recharges that they hardly count. The other is a very narrow cone.

    Super Strength, Stone, and Energy Melee all have one damaging AoE attack. Super Strength's is easily the best, but it comes very late in the build.

    Stone, Ice, Super Strength, and Electric all have no-damage control AoEs. The ones in Stone and Ice are very useful; the ones in SS and Electric much less so.
  10. Quote:
    Originally Posted by Laevateinn View Post
    There are a lot of pretty bad IO sets out there (notably, a lot of the older ones), but there's more to build diversity than just which sets are popular and which bonuses are good.
    Set bonuses seem to need some tweaking. The biggest discrepancy I know of is between defense bonuses (which everyone covets) and resistance bonuses (which everyone ignores). If they tripled the strength of resistance bonuses across the board they'd still not be as valuable as defense, but there would be more to think about.

    Resistance would still be not as good, because defense also provides mezz and debuff avoidance; but if it were possible to go from 0 to 50% resistance on set bonuses alone, you might want to give that a try.
  11. Quote:
    Originally Posted by Ryeata View Post
    I'm an Arcade Tech and a couple of months ago a game called Tower of Power damn near electrocuted me sent to the hospital though. So i went ahead and Made an Electric/ Devices Tech.
    Sorry to hear about that incident. I know they're a Sixties soul band, and I remember the video game too, but the first thing I think of when I see the phrase "tower of power" is the Frank Zappa song, "Bobby Brown (Goes Down)".

    No, not posting a link to that one. You'll have to find it yourself.
  12. Yes, Mace is a much more playable set now, and as a stun focused set works better with Dark Armor than Energy Melee does. Then again, with nine other sets to work with, there's no reason to choose Energy Melee now.
  13. I wouldn't recommend a fire tanker for your first or only tanker, but they do bring some things to the table that other primaries don't.

    Freedom to build, and getting good early, are the two things that fire tankers currently have going for them. The last three powers, and Temperature Protection, are entirely optional. More importantly, none of them make you any tougher. You have your whole primary potentially in place by level 12. In one sense, it's a sad commentary. In another, it represents opportunity.

    Yes, you'll want Tough and Weave. But other tankers routinely add them to much more demanding primaries like Willpower. You sacrifice less for them.

    Having the whole primary that means anything early also means that fire tankers get to shine on some very rewarding early game content. Positron, Sister Psyche, Citadel and to some extent Synapse are all made for a Fire tanker's strengths. If you want to farm this content for the large merit rewards, a fire tanker will do quite well.
  14. I tend towards brevity, myself.

    I have one arc that is five missions long. It has a fairly elaborate premise that took a bit of setting up. Most individual missions in it are rather brief.

    I have another polemical or proof of concept arc that has five missions. The first four are very brief, and there to set up a point made in the last mission.

    I have two reasonably polished missions that are three missions long. These are both humorous or semi-humorous, and more would probably stretch the joke out too far. One has a fairly large plot twist in the second mission, and the first is quite short.

    I have three single mission arcs. All of them have plots or at least characterizations that are quite adequately treated in a single mission. One is in Latin.

    My last mission arc is currently a scratch pad that I use to still get tickets and inf while I test ideas. If I come up with something good enough, I'll call attention to it.
  15. Quote:
    Originally Posted by Grey Pilgrim View Post
    For the rest. I dunno, Hera. You're a good player and adapt to things in game, so I'm not sure why you got so rigid on this.
    The character in question was one I had enjoyed. She came to have a favorite concept, too; one that actually developed in game, when she got the "Intellectual" badge unexpectedly while pursuing another. Unfortunately, she was Fire/EM. While I wanted an offense oriented tanker, I'll admit that I chose them for pure aesthetics. Before customization, they just looked like they belonged together.

    The later career of the character seems to be a parade of bad choices. First, it turned out that she made a bad choice of primary, and lost most of the offense in Fire. The /EM secondary and its stuns were just an annoyance when the fear was put into Burn. They do nothing at all to help. Then it turned out that she made a poor choice of secondary too. Now all she's got is a secondary that detracts from the use of Healing Flames. There just wasn't enough left of that character to bother with any more.

    The slow feel of the Energy Melee set is just depressing to try to play. I had to respec into Air Superiority to get back a minimally fluid attack chain. Compared to ET/TF, the other attacks just feel like ineffectual thrashing around, a waste of endurance you don't have.

    I actually paid for a server transfer to move this character from Victory to Champion. It was that or deletion. Now I have a high level tanker to participate in original Tanker Tuesdays there. But even so, actually playing the character just makes me sad. And now that I have a few more high level tankers on Champion, there's probably no reason to keep the character around at all.

    So yes, I am somewhat aggrieved more than most by this history of what turned out to be bad choices. And while I still care, I will warn anyone away from Energy Melee.
  16. Quote:
    Originally Posted by SlimPickens View Post
    I think what shes asking is does slotting end mods in TB make the end drain to self worse..
    Yes. There was something I saw, maybe in Mids, maybe in real numbers, that seemed to suggest that slotting up end mod in the power made your own recovery negative. This would seem to defeat a strategy of TB - pop a blue - hit Drain Psyche on the survivors that I had planned to use on the character in question (Electric/Mental).

    I would like to slot up the end drain in the power; it seems the best one so far for actually draining mob endurance. I just didn't want into some weird IO set bug that made my own recovery negative during the debuff because I was eccentric enough to slot endmod in the power. It also seems to be a good candidate for frankenslotting: it doesn't require full accuracy slotting because of its bonus, and you can get a little accuracy in endmod sets.

    Do I figure right, that there's no point in slotting endurance reduction into the power, and that doing so will not reduce its drain to less than 100%? If I go with frankenslotting, endredux is the unwanted stat I should try to squeeze out?
  17. Quote:
    Originally Posted by Santorican View Post
    First I must state that I understand that there are varying degrees of min/maxing, but overall do you believe that min/max'ers are common? It seems like it is around the scrapper boards but I haven't really ventured into the other AT sections. Am I correct in my assumption?
    I don't think being a min/maxer is a binary proposition. When I create a new character, it's usually because I've come up with a concept for one, or want to experiment with the play style of a certain powerset. Once I've decided on one, I'll make a subjective determination of what the character's strenghts and weaknesses are, and work up an IO build based on my own perceived needs.

    I will try to make my characters play well and be useful on teams, once I've decided on them.
  18. I know that Thunderous Blast uses a lot of endurance and turns off recovery for 20 seconds.

    But Mids suggests at least that if you slot endurance modification into the power, it does even further damage to your own endurance. Is this the case?
  19. Heraclea

    Ice Melee

    Quote:
    Originally Posted by Godpants View Post
    Ice Patch, however, makes soloing easier, IMO. Bad guys can't attack you if they're falling down, and you can take as long as you want to beat them up.
    I used a server transfer to move a Dark Armor/Ice Melee tanker into semi-retired status.

    Dark Armor was a bit too busy for my tastes, but that wasn't an issue. I can see it's potentially a very strong set, and would improve with set buffs.

    My specific problem was that I tend to spend almost half of the 35+ game in Cimerora. Since I relied heavily on Ice Patch for mitigation and avoiding the need for a self heal, this was a problem; the Cimerorans strongly resist the knockdown. This more or less closed my chief path to levelling.
  20. Quote:
    Originally Posted by Grey Pilgrim View Post
    Awesome, I've heard the "long animation" complaint far too much. 2-3 second animations are all over the place in this game, and they are usable by any set.
    The way I used to use the set in practice, the animations are a problem. The long animations on ET and TF don't occur in a vacuum. Instead, my usual practice was to cue up Build Up, Energy Transfer, and Total Focus one after another; while one is playing, the next one is prepared. With the new animations, this puts your character out of commission for more than 7 seconds.

    Also, the duration of Build Up in the set was not enlarged to compensate for the longer animations. This means that your other attacks cannot benefit, and they need it. By the time your heavy attacks are done playing you have little or no Build Up time left.
  21. Well done. That must represent a whole lot of work.

    Minor quibble - Cimeroran Traitors start at 35, so they should appear in 25-40 as well as 40-50 categories.
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    The stuns in EM are also great.
    I am equivocal on the value of stuns in melee sets. If you have stuns in your primary like Dark Armor does, then they will surely help. If you have movement slows in your primary like Ice and Stone get, this makes them more worthwhile.

    For most primaries, stuns will stop incoming damage from some mobs for a while. Since EM is almost entirely a pure single target set, the value of this is a function of team size. Stuns also mean that you don't need to plan for Sappers and similar mobs if you run Malta content.

    But stuns can harm some primaries. If you're Fire, the only controls that really help Burn are hold and immobilize; stun just means they're stunned when they wander away. If you have a weaker taunt aura like Willpower, stuns mean that you just lost aggro.
  23. Quote:
    Originally Posted by Rylas View Post
    While GR is still a ways out, it's time to really start thinking and planning for what to do with it. Specifically, what Tanker you'd like to move over.
    Mine are based more on roleplaying considerations than anything else, but I have my eyes on at least two. Androphonissa (Shield/Mace) and Hypsiste (WP/SS).

    Androphonissa is the most, for want of a better term, proletarian of the warriors from New Colchis who came to Paragon City. She has prejudices typical of the masses. She believes firmly that any arrangement that gives authority to members of the male sex is dangerous and unnatural. While she's happy to bash in the skulls of men for hire, she resents taking orders from them or obeying laws they wrote. Whether she'll be more impressed with the Rogue Isles is rather doubtful.

    Hypsiste is just rather reckless, and will try anything twice. This has led to trouble before.

    I intend to at least partially redeem at least one of my brutes, of whom I have far fewer, and perhaps start a new one that was always a hero.
  24. Quote:
    Originally Posted by Coh4Lifers View Post
    Basically Im looking for a fun build that i can solo myself to 50 with, with very little down time, or periods where im too weak to do anything.
    If you're considering Spines/DA, I'd say to give Spines/WP a try.

    You aren't getting the constant DoT of Death Shroud. But you still have Quills. You are as tough or tougher than any Dark Armor scrapper, without the fussiness of a self heal. And you will not face anything close to the endurance issues that a Spines/DA will have.

    I have one and it's one of my favorite scrappers. My other scrapper that would probably answer well to your goals is an Electric/Shield.

    If you want a farming tanker, I'd go with Shield/Electric. But those two scrappers farm more efficiently than a tanker will.