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Posts
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Quote:Energy Melee doesn't hurt Shield quite as bad as it does some other primaries; and Shield gives you a heavy hitting AoE attack that EM lacks. Once softcapped, One with the Shield becomes something you will seldom use and may consider respeccing out of, so EM animations may not kill you when they prevent you from hitting it in an emergency. And you can make Shields plenty tough, .so you will have time to sit on your hands waiting for BU-ET-TF to recharge.Hmmm..sounds like I may not enjoy it so much. I didn't mention that Shield is my primary, and I do plan a soft cap and high recharge build, so having a big AoE to use once or twice in each encounter will come with that (Shield Charge). Will the presence of that (plus the +damage of AAO) soften the blow?
It isn't going to hurt you that badly. It's just not as good as any other set will be. -
Quote:You will regret it.how does it compare to, say, Super Strength? That is my favorite Tanker secondary and I play it all the time. Is the single target damage comparable? Is it better/worse? Will I be really disappointed with Whirling Hands?
Now, the single target damage is comparable under the large view --- and only becomes so after you get to level 40 and have your 8 and 9 tier attacks present and fully slotted. Before then, your single target damage is lackluster and your AoE damage is the worst of any other tanker secondary. Even Dark Melee and Ice Melee do better at both.
Did not mention what your chosen primary was. Because of animation issues that lock you down for more than three seconds at a time, and the high speed wandering of stunned mobs, Energy Melee does not play well with sets that:- Rely on click self heals,
- Rely on overclock powers for survivability, or
- Need tightly herded mobs for survivability, AoE and aura attacks, or to compensate for weaker taunt auras.
Oh, and Barrage, the attack you're forced to take, has a six second recharge time. I hope you weren't planning on doing Outbreak. -
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I've noticed a strange buff icon appearing in the buff/debuff listing of several characters, most frequently with my Spines/WP scrapper and Inv/SS tanker's second build. It is particularly associated with the Spines/WP's Ripper power and the Inv/SS's Foot Stomp.
It looks like a dark cyan - about the color of the heroside boards background color - version of a resurrection icon, with a ^ standing above a stylized bier.
What is this? -
Quote:When I think of "mage character", fire/fire blaster is the first thing that comes to mind.I'm very new to CoH (having come here from CO). Is there a powerset for mages, with circles and such? Or should I just go with something like Ice and Darkness, etc?
On the other hand, my witch themed characters tend to be controllers: illusion/empathy and ice/cold, specifically. -
Quote:Inv/Fire - probably not so great of a difference. Your defenses have a strong defense component, so Combat Jumping remains attractive. You have no control at all in your attack set, so Air Superiority remains quite valuable as an interception tool.about to roll an Inv/Fire tank and have ben reading all I can find in the forums, but.....!
You may want either or both of those powers even if you think that you get around fine with Ninja Run and feel no need for a traditional travel power. The jet pack bought in Shadow Shard is enough to get over most obstacles. -
I wouldn't worry about it. My 50 blaster is Archery/Devices, almost all lethal or smashing with a small bit of fire as well. Even if you run into difficulties because of resistances, you're still a blaster, putting out damage more efficiently than any other AT.
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I'd add that Dual Blades makes a very good secondary for a Fire tanker. As Fireheart noted above, tankers cannot skip Nimble Slash. This makes strategies involving that involve neglecting the Weaken and Empower combos less than effective for tankers. Tankers will also probably want Taunt, but no Scrapper needs Provoke.
The tanker primaries that work best with Dual Blades are the ones that contain the fewest necessary powers. Fire tankers need only five powers from their primary to be as tough as the primary alone will ever make them; they're potentially done with the primary by level 12. They'll need Tough, but lots of other tanker builds take that too. And Sweep makes Burn worthwhile as well. For a tanker there's good synergy with Fire/DB.
Dark Armor and Invulnerability have six powers that shouldn't be skipped; that makes for a relatively comfortable build as well. The powers that are skippable in Invulnerability (Resist Elements, Resist Energies, Unstoppable) are somewhat more desirable IMO than the powers that are skippable in Dark Armor (Cloak of Fear, Oppressive Gloom, Soul Transfer); the fear and stun auras work best with secondaries that share their features.
Stone Armor is a special case; it typically involves a respec after 32, when you get Granite. It has several skippable powers, though.
Willpower, Ice, and Electric make builds that are too tight for Tankers, IMO. All of these tanker primaries are incomplete without eight of the nine powers. -
Quote:Well, it hasn't worked out all that badly.... hit the one billion mark today.... and I was trying to get something going about "the troubles with flipping weren't so much a cause as an effect."
Now I need to get busy and toss it all away before God notices what I did.
Numbers higher than twelve are witchcraft. Nobody I know has that many fingers. -
I make weird names, so I don't have serious issues.
My most recent creations ---
Laird of Kinfyre, fire/kin controller, probably going to be scratched. Scottish theme.
Spaghetti Monster, warshade
Giulia Tofana, katana/wp stalker, named after a historical figure
Ranavalona, claws/wp brute, named after another historical figure
Wolf Witch, ice/cold controller
Mayahuel, electric/mental blaster, named after the Aztec goddess of tequila
History and myth are generally rich sources of names. So's a medical dictionary. -
Quote:I don't marketeer. I roll merits that are earned by mostly fully built characters. Only if it's recognized as junk will I sell the recipe outright. Else it is crafted and goes into a holding bin where it's kept for a week or so, looking to determine if any of my other characters might have a use for such a one.I don't want this to turn into a pissing contest but I'm just curious how much everyone makes per week on average. I want to know if I'm making a decent enough amount per week compared to my peers.
Every so often, my banker character will go through and sell the stuff that hasn't been equipped and isn't likely to be equipped by any up and coming character. That stuff gets sold by a banker character. The banker character also gets played fairly frequently, and has some independent earnings. That one is the only character that sells rolled recipes directly rather than crafted enhancements: most recipes can be crafted as obtained from stuff in the base, and she keeps it well stocked. This one is also my crafting badger and my chief Architect playing character, so whenever a recipe falls that needs salvage not in stock, she gets it. She also regularly stocks up generic IOs which are equipped by my levelling characters. Played characters also contribute their salvage drops to the supply. Obviously, all of this is done through a supergroup.
Mindful of what happened to Gregor Samsa, I do not engage in "flipping" or any other sort of speculation. I will buy what I want, and sell what I don't want.
She sells nearly all the purples that drop for me. Very few of my characters have any of them slotted; the ones that do slot procs, or occasionally things that dropped for that character and could be slotted without breaking up more valuable sets. Purple set bonuses, while nice, all represent things that could be slotted other ways.
Since almost all the cash dealings go through a single character, I'd estimate her average gain somewhere around 25 millions a week. -
Once upon a Positron there was a bug. It's purple Mankey liked saving walruses deaths. Until a green shoe fell off a pretty cloud of root beer fluff cleaving off seven little toes while chewing Bubblegum. After seeing the drunk Pinnacle-ite puke chunky bits of magnets, it stumbled into a garbage carafe. Feeling pretty depressed, it died a Lonely death.
Elsewhere, there were some hungry hippos dancing on me for every time one slurps from the fountain of Wayne. In the early dawn, sirens wailed under a pale little moon made of nothing. People thought they saw Ghost Widow munching on Doritos with Valerie. But it wasn't Doritos, it was a magical corncob that sexy Jay designed with care.
This time, she wanted 12 umpa-loompas and 5 slimy Pterodactyls with Listerine. Suddenly the wizard Spanksalot grumbled with great big annoyance. Dirty scoundrels sacked small vermin left by evil midgets wearing pink Fedoras and speedos. However, Elvis wasn't having cheesecake; he stopped to adjust Stacy's corset that had melted rubber down its frog but sadly, he died.
Cheney shot the lawyer in the buttocks with spitballs made of recycled garbage with asparagus. After blowing the mayor, he loaded up 12 hundred bucks obtained illegally so he licked garbage which Statesman tossed overseas. I then drank sour kiwi Rum. Drunken Avenger then sang Imagine. Afterward, Lily Tomlin beheaded the Tele-tubby while it sat eating pickled beets.
Next, Cloud Strife, Tifa Lockheart, Vincent Valentine and Yuffie Kisaragi took Aeris Gainsborough out cold.
Considering everything that transpired, little foot sat on his behind waiting for apples. Eskimo kisses tickled my tootsies unmercifully. Eventually, they screamed bloody Sunday until one benevolent little prince started rubbing knobs fiercely.
More midgets climbed Numina and pruned quietly. Taking advantage of nimble and skilled gastrointestinal parasites wasn't such a hard chore, except flying ones drove crazy trains.
Then, He-man decided to lick post-its and stuff because chimichangas just weren't enough. Orko screaming meemies blubered aimlessly South. The dog chewed Positron. He farmed ancient Rikti chimichangas. Then, Captain Swatkowski dribbled on his bib. This caused Swatkowski to run slower; the ice cream chimichanga tripped. Sensing imminent disaster, Pablo summoned blue fire buttfungus, unleashing unspeakable horrors. After the Furby stimulated mister Chimichanga, he stole 8000 blue chimichangas.
Ravenously belching Jingle Bombs, popsicles, Lava-lamps, and edible thongs, he swore revenge on Muffins containing poison tic-tacs for ruining everything. After hours of making Fudge of Extreme Puffs, he melted. Then the mighty leafblower began killing all Skuls -
Quote:My problem with controllers has ever been getting them to a level where they're good, and learning to like them - especially how they play on teams.I got my main scrapper (Kat/SR) to lvl 50 and since got quite a case of altitis. I knew I would eventually like to get around to playing a controller and I guess that time is now. I am confused though, what might make a good build that can solo pretty well. I like teams, but my playtime can be interupted often which is rough on teams (I hate being the guy who has to "brb" more than once in a mission), so I play mostly solo.
From what I've read, plant seems to be a decent solo build (I was eyeballing plant/rad). Any suggestions?
The most recent controller I like is an Ice/Cold. I wanted a controller that actually controlled, rather than a weak defender with a pet who was most in demand for passing out team buffs. This was very, very slow starting, but now that she is level 34 and has her Jack Frost fully slotted, she at least is able to solo a radio mission on 0/0, which she never could before. On teams, she brings a large number of highly useful debuffs, that more importantly are useful even in the absence of AVs or GMs. Too many debuff oriented sets are focused on debuffing a single hard target, and on a good team you'll always be looking for another.
I find Kinetics and Empathy secondaries unplayable. They are too focused on team buffs. Kinetics specifically has to be the single most overrated set in the game, IMO. If I play a set with team buffs, I want it to help them to stay alive, not to send them hurtling away in all directions and keep them falling off bridges and typing /stuck. -
This is the proposed goal build I've worked up for my current project, an electric/mental manipulation blaster. I mean to build for team utility as well as pure damage, and have therefore stressed some of the debuffing abilities in the powers as well as I am able.
As usual, I feel a bit lost if it's not a tanker or scrapper. Feel free to rip this apart.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Mayahuel: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(13), T'pst-EndDrn%:30(37)
Level 1: Subdual -- GravAnch-Acc/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(5)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(19)
Level 4: Ball Lightning -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(5), Det'tn-Acc/Dmg/EndRdx:50(11), Det'tn-Dmg/Rchg:50(36), Det'tn-Dmg/EndRdx/Rng:50(36), EnManip-Stun%:20(37)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Short Circuit -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Acc:50(9), P'Shift-EndMod/Acc/Rchg:50(13), P'Shift-EndMod:50(50)
Level 10: Super Jump -- Winter-ResSlow:50(A)
Level 12: Psychic Scream -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(17), Det'tn-Dmg/Rchg:50(27), Det'tn-Dmg/Rng:50(27), Det'tn-Acc/Dmg/EndRdx:50(37), AirB'st-Acc/Dmg:50(46)
Level 14: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(15), GSFC-ToHit/Rchg/EndRdx:50(15), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(42), GSFC-Build%:50(50)
Level 16: Health -- Heal-I:50(A)
Level 18: Tesla Cage -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Drain Psyche -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(23), Nictus-Acc/Heal:50(23), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29), Nictus-Acc/EndRdx/Rchg:50(31), EnManip-Stun%:20(34)
Level 24: Concentration -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(25), Rec'dRet-Pcptn:20(25), AdjTgt-ToHit/Rchg:50(43), AdjTgt-EndRdx/Rchg:50(43), RechRdx-I:50(46)
Level 26: Voltaic Sentinel -- Acc-I:40(A), EnManip-Stun%:20(46)
Level 28: Mind Probe -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(29), P'ngS'Fest-Dmg/Rchg:30(48)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 32: Thunderous Blast -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(33), Det'tn-Dmg/Rchg:50(33), Det'tn-Dmg/Rng:50(33), Det'tn-Acc/Dmg/EndRdx:50(34), EnManip-Stun%:20(34)
Level 35: Scare -- N'mare-Acc/Rchg:50(A), N'mare-Acc/EndRdx:50(36), N'mare-Acc/Fear/Rchg:50(43)
Level 38: Psychic Shockwave -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Snow Storm -- EndRdx-I:50(A), EndRdx-I:50(42), P'ngTtl--Rchg%:50(42)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(45), LkGmblr-EndRdx/Rchg:40(45), LkGmblr-Rchg+:40(45)
Level 47: Hibernate -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Flash Freeze -- FtnHyp-Acc/Sleep/Rchg:50(A), FtnHyp-Acc/Rchg:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance -
Anyone who's ever played with me knows: banter binds are important. Any character that really clicks with me is going to have at least four or five of 'em. When I think of a few that fit the character's concept and are (within the confines of my warped sense of humor) funny, that's when a toon ceases to be an experimental or provisional thing and becomes a character.
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Quote:For a regen scrapper, I would choose recharge and hit points buffs above all else. You rely on your click heals, especially in the late game. You want them up as often as possible, and you want them to do more for you. Take Stamina and you should not need recovery.I was wondering about people's approach to set bonuses. In your experiences, is it your goal to use set bonuses to enhance strenghts you already have or to make up for abilities lacking in your AT/Powerset? For example, I've started a */Regeneration Scrapper and I'm looking ahead to set inventions. Is it overkill to slot all the +Regen, +Heal, +Recovery I can fit or maybe consider defense/resistance?
Defense would come third, but I'd build specifically for either melee defense or smashing/lethal defense. Your primary will make a big difference there; it's easier to build for defense on a single target focused primary, but for something like Spines your options are more limited.
That, and unless your character development is being bankrolled by another, defense bonuses are more expensive than others, with the easiest sets to get bonuses with being in very high demand.
Resistance bonuses from IO sets ..... need help. Treat them the same way you treat mez time reduction bonuses. Treat them as if they do not exist and you will not go far wrong. -
That was kind of a crazy Lady Jane rescue. Got to dust off my WP/Stone tanker that I haven't played for a while, just to remember how much fun she is to play at low levels. And always happy to help create another batch of future Centurions.
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Violating a contract is not the same thing as committing a crime. Paragon/NCsoft can close your account for ToS violations, but you can't be arrested for them without more.
It is also an absolute bedrock, foundational principle of any civilized legal system that criminal laws are strictly construed against the government: the thing you're accused of doing has to be unmistakably covered by the law that makes it illegal.
It doesn't explain what the law they were accused of breaking actually was meant to forbid. Sounds to me like they got a good deal buying some ingame currency or goods which they turned around and sold as a profit. -
I'd also move your Numina Regen/Recovery from Healing Flames to Health, with its corresponding slot. The 4 slot bonus for Numina does nothing for you, and the Heal/Recharge that's now in Health would do more good in Healing Flames than there.
See if you can replace some of your Crushing Impacts and Touch of Deaths with Smashing Haymaker (relatively cheap) or Kinetic Combat (way overpriced), depending on budget.
Stamina is overslotted, and your last two bonuses from the set you have there (2.5 damage and 5 recharge) aren't doing a whole lot for you. I'd move that whole set to Consume, move four of your Performance shifters to Stamina (including the chance for endurance --- the way you have it slotted now it can only fire when you use Consume, but in Stamina it has a chance to fire every 10 seconds), sell the other two, and find something else to do with those slots. Healing Flames, Health, and Tough are all worthy candidates.
I'd move the slot with Karma -KB to Combat Jumping, which will get you the benefit earlier. -
Quote:Many, probably most, of my female characters have a shared background: they were either born on New Colchis or were trained there. The page needs a bit of updating; there are new characters and some of the characters have jumped servers.I was just wondering how many of you create toons who have some connection to each other.
I also have some characters with closer relationships. Ekphobippe, now on Champion, is Heraclea's sister. A number of my oldest villains are counterparts of heroes, although sometimes the relationship is not spelled out explicitly. Beata Beatrix is Heraclea's analogue, and Anactoria is Melaena's. Mrs. Weed is Grandma Gnosis's next door neighbor.
My male characters are far less likely to know of each other. It's unlikely that William Shakespeare knows Jade Emperor, or that either of them know Grignr. -
Quote:That looks like a reasonably solid plan - I know I have a few Touch of the Nictus in storage. My main concern is not so much adding to my own recovery after a nuke crash, as much as it is to maximize the cumulative endurance drain as well as the damage of my own powers. My understanding is that many of the powers in Electric and Mental have a base accuracy bonus, which gives you a bit of leeway to slot for the secondary effects.I originally had DP slotted for max heal, max rech and enough accuracy, but I decided to add some end mod to help survive my nuke crash and I came up with this:
Touch of the Nictus: Heal/Rech
Touch of the Nictus: Accuracy/Heal
Numina's Convalescence: Heal/Rech
Numina's Convalescence: Heal/End/Rech
Efficacy Adapter: EndMod/Rech
Efficacy Adapter: EndMod/Acc/Rech
which gives me these enhancements:
+47.7% Accuracy
+21.2% End Discount
+47.7% End Mod
+95.11% Heal
+98.21% Recharge
Which I'm really happy with
This character is a bit of an experiment, a blastrolfender. I want to give her enough drain to be noticeable in a long fight while keeping the damage high enough that the character can solo. My main concern now is getting enough melee survivability while doing all that to live after I follow the tank into the herd. -
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Smashing Haymaker is the less expensive and less effective, but much easier to find, substitute. Kinetic Combats more or less have to be bought with merits; some parts of the set are just not available at any price.