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Posts
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Joined
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....for x8 spawns solo and general farming and all around +4 carnage (believe it or not I am bored with the teaming now lol).
I have a
spines/fire scrap
dm/shield scrap
fire/fire blaster
bs/shield scrap
dm/da scrap
dm/wp tanker
db/inv scrap
ss/shield brute
i am considering making a war mace + something also.
as you can see I don't have many brutes but am defintiely considering making some more.
TIA! -
the game is already ridiculously easy as it is with overpowered heroes mowing down mobs by the trillions. The post 32 game is where CoH really tails off. There's no longer any need to play at optimum with death largely being meaningless.
The biggest problem with this fitness pool inherent is the fact that now leadership will be carried by many more toons resulting in even more to-hit, +dmg and veng parties. My guess is this a response to the large numbers of people playing solo....trying to enjoy the content their rapidly outlevelling lmao.
Imo the leadership pool should become a defender/troller exclusive imo.
The other thing is, can we have some more slots now for the 3 new powers I'm gonna slot? -
wow thanks a lot guys for the suggestions. Thanks to you lot I now have to make 15 alts to find the one I like haha.
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Cold/Ele is the first that comes to mind. The end drain of heat loss paired with SC.
I'm looking for toons whose primary is enhanced by it's secondary.
Another obvious one is the slows from ice to go with cold dom. -
What would it take? I'm a walking mob paralyser and I love my cold/ele fender. But exactly how much recharge would be needed to get Heat loss as low as humanly possible? I know at 6m's it can't be made perma....sooooo
TIA! -
aha ty SinergyX. I would thank you but this board doesn't have that feature lol.
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Quote:thanks for this. any chance of a link to the mutant pack lol? I have tried over and over to find it myself but keep ending up seeing the Euro one. I'm a euro playing on US and even though I'm not logged into my NC account, it knows! arghghInstead of using this link:
https://secure.ncsoft.com/cgi-bin/St...em&item_id=200
Use this link:
https://secure.ncsoft.com/cgi-bin/St...em&item_id=198
TIA! -
Just re-subbed after like..a year lol. Am a sucker for anything that looks cool irrespective of min/max lol.
Just can't decide now what DP to start with. With the corr DP/KIN versus KIN/DP def I'll be outputting more dmg on the corr right?
The blaster I will do with traps I think for fun. But can't decide between the corr or def versions.
Am totally stoked to see some of these changes tho, especially the emailing inf/enhs WOW did I ever think I would never see that happen in CoH. -
the trainer is inconvenient, the timer is not. Like I said I want to be able to use this in a RP way I guess...so that my robot toon can switch to a defensive mode and assault mode. I'm don't want a new exploit, there are enough of those as it is lmao.
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welll altho i see the synergy of cold/sonic totally I find it very...err..passive. I went cold/ele...lol and i am not disappointed.
Basically with perma SC + heat loss..the mobs can't attack..at all....in teams this means I don't have to apply shields or even have a healer or even a tank, a troller is just needed to keep the mobs in a pack. Obviously end resistance mobs are gonna be a problem but hey, you can't have the whole cake can you lol? -
Well here's the deal, I took sonic for the -res but I have no intention of soloing this toon. My only interest is being useful to the team, in which case do you think that short circuit+heat loss is more useful than -res? Because in the first example I'm disabling the mobs from doing anything, but in the latter my team is doing more damage but the mobs are still active?
I am also thinking limitless INF builds here also, with the intention of throwing a whole lotta recharge at this toon or perhaps +def just for the fun of disabling entire spawns lol. -
Quote:Okkkkay that rikti pic just made me a little wet right there....lol. Looks like I'm gonna be playing with mids for a while lolTrust me when I say this - you will not have issues with survivability when running 45% s/l/e/ne def, ~3000hp, and ~700% regen on top of Siphon Life: example.
If you could squeeze it in, I think it'd work well, since DM is light on AoE aggro and it would frequently be buffed by Soul Drain. Of course, even if you did fit in the power, you'd still need to find slots for it.
I hear ya, trust me. I've had a lot of builds with powers (not necessarily Fireball) that I've wanted, but I just didn't have enough picks to squeeze it in. It always boggles my mind when people say they always have power picks left over. Give them to me then, dangit! -
cost is not an issue, having said that tho...I cry at the feb/march price of KC's (I was on a 6month coh holiday then lol).
What I'm trying to weigh up now is the extra 16-24% of regen versus more damage...or perhaps additional hp's is more desirable at this point. In any case I am shooting for survivability in as many situations as possible, mostly teamed and likely against AV's. I'm not interested in pvp and therefore I guess I'm prepared to sacrifice a little dmg for godlike self sufficiency. So the more +def I can get the better.
Don't ask me why I keep looking at pyre mastery though, I am a blaster/scrapper at heart and fireball...I want to work it in but I don't think it's really going to get me some of the numbers I have seen here.....fun versus efficiency is a whole other thread.
thanks for the input so far, makes great reading. -
ok guys thanks for your input. I'm gonna take a look at both builds and tweak!
Sarrate, pretty impressed also with how cheap the build has come out and just wondering why you priotized mako's for the immob resist instead of say dark watchers for the extra hp's? -
Not looking to exploit, just want to be able to switch without having to visit the trainer. Like I said fine keep a timer, like 1 minute would be nice. I'd like to have an all out offense and defense build for my toons.
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Just putting this out there, have tried to get as close to the melee cap as possible. It has come at some cost to my toon, I've had to pick powers I didn't like and my dmg aswell as end might suffer however...how survivable is this tank?
Key totals are at:
165% recov (2.75/s....slightly concerned..but I have dark cons)
655% regen (this is low in comparison but again...i'm shooting for melee def)
59.5% s/l res...happy with this
43.9% s/l def and 27.6% others...hmm could be better
38.5% melee
2.7k hp's
opinions appreciated, I really do fancy trying this build because the alt. route is simply more regen and res..and having been SR I know melee def is king-ish..lol. Plan is to use this toon in extensive farming techniques lol but also for general all around teaming...I guess with AV's I'd need more res right? In which case I was considering a dual build of pure res + max regen or res...but that's another episode entirely.
TIA!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Godhand: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), RgnTis-Regen+(45)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 2: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(5), S'fstPrt-ResKB(5)
Level 4: Fast Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx(9), Numna-Regen/Rcvry+(9)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(11), Numna-Heal(11)
Level 10: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(43), Oblit-Dmg(43)
Level 12: Quick Recovery -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(15)
Level 14: Swift -- Empty(A)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-Heal(17), Numna-Heal/Rchg(17)
Level 18: Siphon Life -- Zinger-Taunt(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Heal(21), Zinger-Taunt/Rchg/Rng(27), Zinger-Taunt/Rchg(33)
Level 20: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(21), Zinger-Taunt/Rng(23), Zinger-Acc/Rchg(40), Zinger-Dam%(45), Zinger-Taunt/Rchg/Rng(50)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/Rchg(25), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-EndRdx(42)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Soul Drain -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-Build%(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31)
Level 30: Heightened Senses -- LkGmblr-Def(A)
Level 32: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36)
Level 35: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 44: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(45), NrncSD-Hold/Rng(46), NrncSD-Acc/EndRdx(48), NrncSD-Acc/Hold/Rchg(48), NrncSD-Dam%(50)
Level 47: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(50)
Level 49: Hasten -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 32.7% Defense(Smashing)
- 32.7% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 31.4% Defense(Melee)
- 5.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 26.3% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 3% Enhancement(Immobilize)
- 5% FlySpeed
- 379.5 HP (20.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 13.2%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 5.5%
- 4% (0.07 End/sec) Recovery
- 90% (7.04 HP/sec) Regeneration
- 1.88% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Numina's Convalescence
(High Pain Tolerance)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Shadow Punch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Mind Over Body)- 1.5% (0.03 End/sec) Recovery
- 28.1 HP (1.5%) HitPoints
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Fast Healing)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Rise to the Challenge)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Shadow Maul)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Quick Recovery)- 21.1 HP (1.13%) HitPoints
(Health)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Siphon Life)- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
(Siphon Life)- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Taunt)- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Boxing)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Sleep) 2.2%
- 28.1 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Soul Drain)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints (Exceeded 5 Bonus Cap)
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Smite)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Dark Consumption)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Midnight Grasp)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Ring of Fire)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Char)- MezResist(Immobilize) 2.2%
- 28.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
- 7% Enhancement(Accuracy)
- 2% Enhancement(Held)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Fire Blast)- 12% (0.94 HP/sec) Regeneration (Exceeded 5 Bonus Cap)
- 42.2 HP (2.25%) HitPoints
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Okay point taken, how about a 5min timer, or heck I just want to be able to do it without having to see an NPC. I'll accept the timer whatever it is lol. I just want to be able to flip it in missions.
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Instead of having to visit a trainer I should be able to switch on the fly for character purposes...please either shorten or remove the timer. For example I have a robot toon with a battle costume (offensive power build) and a defensive costume, I would love to be able to switch between builds on the fly as the situation demands it.
What do you think? -
[ QUOTE ]
A good PvP build can be very different from a good PvE build. Allow players to toggle between builds so they can use the same toon to be good at both PvE and PvP.
One thing we've talked about doing on and off again since before COV launch was to enable "secondary builds" of a character for PVP. Essentially, you would have a second power list, with separate slotting, which you would use for PVP encounters. This idea is still something we want to investigate.
[/ QUOTE ]
PLEASE do this. I have wanted dual builds for a long time as I hate having to sacrifice pve for pvp. This would bring a lot of casual pvp'ers back into pvp zones. -
Can you PLEASE PLEASE allow us to create our OWN SETS and SAVE THEM FOR THE LOVE OF GOD.
There have been many times I've created 2 looks and wanted to compare them or save them for another toon.
Sorry -
this update is huge for me. Absolutely huge as it effectively reactivates all my 50s!
Wep customisation = /drool
but flashback mode is the real kicker.
We'll get this in december right? -
why isn't blaster /ice secondary getting any help?
I realise there's not many of us lol (probably why we're not even worth bothering for), but /ice is easily the worst blaster secondary out there. Just check out our 35 & 38 powers. I'd like to see more slow/recharge debuff powers in there.
You're melting my heart here Castle! -
it's not listed, but I would've voted for killing in style
because it's a lot of fun blowing stuff up in this mmo..that said I do not enjoy PVE because it is incredibly repetitive due to the repeating tilesets and I cannot vote for storyline because you guys do not give the storylines the treatment they deserve....for example tilesets that actually reflect what's happening in the story, warehouse this, office that - zzzzzzzz. Imo you should not have been fixing faultline but creating a whole slew of new tilesets which after 2 years this game desperately needs.
I think you underestimate how much of an impact a well designed map can have on the game as a whole. Case in point, Striga and The Hess TF in particular, the only storyarc that is given proper treatment in the whole of CoX. Which considering how much story "content" (lol) you guys have, it's pretty pathetic to see how shallow PVE is...consider the many misfiring TF's...Positron, Synapse, Manticore etc etc which are all Zzzzzzzzzzzzzzzzzzz in my book.
Even the PVP centric Guild Wars executes it's storytelling better, with missions and sidequests that reflect a sweeping story arc.
How about this idea? We have Boss showdown scenarios whereby heroes reaching the end of a storyarc do not just bearhug the AV till it dies (AV battles are sooooooo one-sided), but instead are treated to cutscenes involving the players and elaborate finales - say the showdown with Dr.Vahz could involve all of the heroes being captured, trapped in chambers in Vahz's lab (they're being prepped for Dr.Vahz's next experiment). Dr.Vahz steps out of the room and the heroes now have 1 minute to bust out and free each other before Dr.Vahz returns. When Dr.Vahz does come back the action is paused and the cutscene switches between each hero in the team and plays their battlecry automatically....come on, that'd be kinda cool.
There isn't enough carrot dangling content, the gaps between memorable moments in CoX are too far apart. Every AV showdown or storyarc ender needs it's own unique map IMO. If you can do that, I can put up with the crappy repeating tilesets because I know I'm going to be rewarded with something way cool. -
my fave is superjump for the same reasons as Lighthouse, I turn travelling into a mini game and try to hit rooftops only and when I land I aim to land right in the middle of my team who are standing outside of the door. No one ever says "whoah" though when I do make it.../sob.
BUT I also like to build pretty tight chars so I rarely take superjump because of the usefulness of the preceding power, so AS or RF means fly and teleport for me or somtimes superspeed as a result of hasten.