Infini

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  1. Quote:
    Originally Posted by Siolfir View Post
    You can't make it completely disappear, but if you choose dark colors you can get it to just make a dim outline of the shape. I do the same thing for my Cold shields using the dark blues. On a busy screen this minimizes the effect, but you can still see that it's present.
    This. Dark blues work best for me.
  2. Quote:
    Originally Posted by Aggelakis View Post
    http://paragonwiki.com/wiki/Popmenu

    Doublecheck your mnu file that it doesn't accidentally have a .txt trailing filetype. (e.g. earthtime.mnu.txt) This is probably the most common reason why mnu doesn't work.

    Alternately, popmenu requires being in the "\data\texts\{language}\Menus\" subfolder, are you storing it properly?
    Yes the file is saved in the proper folder with all of the other .mnu files I have. I didn't see any extra .txt and resaved the file to make sure (using Notepad++ btw).

    I added a couple more lines to it for some buff powers and tried it, still didn't work. I'll keep at it, though. Thank you for the help!

    EDIT: Ok here is my file path copied straight from Notepad++ : F:\City of Heroes\data\texts\English\Menus\Earth_Time.mnu

    And here is the current file:

    //POPMENU for Earth/Time
    //

    Menu "EarthTime"
    {
    Title "Location AoE"
    Option "Distortion Field &1" "powexecname Distortion Field"
    Option "Quicksand &2" "powexecname Quicksand"
    Option "Earthquake &3" "powexecname Earthquake"
    Option "Volcanic Gasses &4" "powexecname Volcanic Gasses"
    Divider
    Title "Buffs"
    Option "Temporal Selection &5" "powexecname Temporal Selection"
    Option "Farsight &6" "powexecname Farsight"
    Option "Chrono Shift &7" "powexecname Chrono Shift"
    }

    I don't know what is going on. I've started testing a lot of my other files (insp combiners and ones I've made for other toons) and they ALL work.

    This one does not work at all. I've put it in a macro, a bind, and directly calling it with /popmenu and nothing works.
  3. Thanks guys. I think I will go with 4 Expedient, the sovereign unique and im pretty sure I have a Nucleus lying around. I was just curious for the endredux. I'll try it out and see what happens
  4. I have an Earth/Time troller (level 37) and I was wondering how best to slot Stoney aside from getting the 2 +res uniques for him. Does endredux work to reduce the endcosts of his attacks? Will that apply with acc/dmg/end IOs, too?
  5. Hi all. A while back I came across a guide to popmenus and started using them a lot with my various characters. I made an Earth/Time troller and wanted to make a menu for (at the least) the four location AoE patches the build has. I'm fairly certain that the formatting and everything is correct as I used other .mnu files I've built that work as a base.

    However, when I get in game, it doesn't work. I typically make a macro for my menus and then use a separate tray to hold those powers in order to monitor recharge. The menu just doesn't come up at all. Even using /popmenu doesn't work. All of the .mnu files I made prior to i21 are working fine.

    Here is the code I used:

    Menu "Earthtime"
    {
    Title "Earthtime"
    Option "Distortion Field &1" "powexecname Distortion Field"
    Option "Quicksand &2" "powexecname Quicksand"
    Option "Earthquake &3" "powexecname Earthquake"
    Option "Volcanic Gasses &4" "powexecname Volcanic Gasses"
    }

    If anyone can help me with this I would greatly appreciate it! Thanks for your time!
  6. Quote:
    Originally Posted by TheOOB View Post
    Pretty much my point entirely, the more recharge you have, the more endurance you need to take advantage of it, and since taking spiritual negates taking cardiac, you need end management from other sources. Plus spiritual already provides some healing boost, so I could see 3 recharge, 2 endmod, 1 heal working well.

    I don't like to talk about sets for individual powers unless I'm frakenslotting just to make the power better. It' more important to talk about sets in BUILDs, because what sets you use is at least in part due to what bonuses you need for you're build.
    The only powers in /Time I'm really looking at sets for are:
    Temporal Mending and Temporal Selection for Doctored Wounds
    Distortion Field and Time Stop for Basilisk Gaze

    The rest of the powers I'm fairly certain will be frankenslotted as slots get scarce pretty quickly with /Time.
  7. Quote:
    Originally Posted by Arcanaville View Post
    "Soloing" in the scrapper forum is the same as it is everywhere: performing a task with a single player (and generally a single player character).

    Whether someone does something with or without temp powers or inspirations is a separate special circumstance.

    Mostly, I'm interested to see whether people attempt this, and if so under what conditions: with or without temps, with or without (massive) insps, and how hard it is. It seems to be one of the last things that hasn't been generally discussed in terms of performance. I've heard of people duoing Lambda, but not really trying to solo all the heroes or avs in RV.
    Unless those in RV are different (higher HP, etc) I don't see soloing them being any more difficult than any other AV/Hero. The hardest part, imo, is timing. Getting in there when the zone is dead would be the best as you don't have to worry about outside interference. Just one person of the opposing side is all it would take to ruin the attempt.

    It's been a while since I've done any PVP, but don't the AVs spawn in pairs, too?
  8. Infini

    Time Trio?

    3xThugs would be 3xLead toggles from Enforcers, plus player Leads if you take them.

    That said, I would probably go Ninja as Farsight's buff and TJ's debuff would greatly bolster their defense.

    Zombies would be good for reasons already listed and for stacking -tohit.

    I don't think you'd go wrong with either of those.
  9. A long time ago I solo'd a couple of them with nukes and shivans on an EM/EA brute (this was before Energy Transfer got 'fixed').

    I know those powers don't really constitute properly soloing in the scrapper forum, but if you have to kill them quickly before someone despawns them or ganks you, they would be helpful.
  10. Quote:
    Originally Posted by TheOOB View Post
    Assuming you meant temporal selection instead of time's juncture.

    I can see equal reason to slot chrono shift with endmod or healing, and I guess it really depends on what you're looking for in you're build. I have't played around with it much(my own /time just hit level 28 and got the wonderous farsight), so I'm working mostly off my notes on the numbers. Chronoshifts heal is not that huge, especially if the target is not accelerated, and won't help a great deal unless there is a lot of other healing to go around, which as a controller isn't my primary focus(though I do heal when needed).

    Endurance is always important though, and Chronoshift provides a pretty big bonus to recovery. And since time is rather end heavy, as are many controller primaries, that can be helpful. Of paticular note, many peoples builds are so carefully measured that increased recharge can kill their endurance is anything goes wrong, so the extra helps. Further, I'd much rather stick a Spiritual alpha in my character than a cardiac, to I get endmod when I can get it.

    I'll agree that the regen on temporal selection is decent, and for people who have some natural regen already it's great, but if you don't team a lot, or you generally find yourself putting it on damage dealings rather than tanks and scrappers who don't seem to take much damage anyways, it's not needed. It's a good place to put extra slots if you have them, but I wouldn't underslot most other powers to shoe horn in some healing unless I know I'll be teaming with lots of /regen and /willpower toons.
    I have an Earth/Time at level 37 and I was originally planning on doing 5 DW in Chrono Shift. Now I'm thinking of just frankenslotting it with some Endmod, too. It's extremely end heavy so that would probably help out. Especially since I'm going for a pure recharge build.
  11. Brutes do not get Shadow Meld... They can get Darkest Night, though.
  12. Infini

    Cebr

    Would it work if you gave the mobs Howling Twilight?
  13. Infini

    ??/Ea

    titan/ea. Momentum+Entropic's bonus rech will be sick
  14. Quote:
    Originally Posted by Aett_Thorn View Post
    I just wanted to agree with Infini's build here. It's much better than your baseline build, including powers chosen and slotting.
    Thanks Aett!

    Quote:
    Originally Posted by Dechs Kaison View Post
    I just want to say, "I feel you, man."

    Stone tank's got nothing on Sand Armor.
    Haha Sand Armor. That's awesome!
  15. Not entirely sure what you're looking for... but it's pretty meh. You don't need to build your defense over 50% (even for iTrials). No Frost or Icicles?

    Here's my Ice/Ice/Soul's current build...

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Rchg(7), Dct'dW-Heal(11), Dct'dW-Heal/EndRdx(34)
    Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Dmg/EndRdx(21)
    Level 4: Frost -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(9), Posi-Dam%(21), Mocking-Taunt/Rchg/Rng(46)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Ksmt-ToHit+(40)
    Level 12: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/EndRdx/Rchg(33)
    Level 14: Chilling Embrace -- EndRdx-I(A), Taunt-I(15)
    Level 16: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(17), C'ngBlow-Acc/Dmg(17), M'Strk-Acc/Dmg/EndRdx(31), FotG-ResDeb%(37)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(19), LkGmblr-Def/EndRdx/Rchg(33)
    Level 20: Ice Patch -- RechRdx-I(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), HO:Cyto(33)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(27), P'Shift-End%(31), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(46)
    Level 28: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), Dmg-I(40), Dmg-I(43)
    Level 30: Taunt -- Range-I(A)
    Level 32: Hibernate -- Heal-I(A)
    Level 35: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
    Level 38: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40), CSndmn-Heal%(46)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(42), Decim-Dmg/EndRdx(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Slow%(45)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+(A)
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(43), RgnTis-Regen+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(11)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1424;698;1396;HEX;|
    |78DA6593DB6E52411486D766432BBBF47CA207A0602B2DB5B444BDF1C246AD268D2|
    |552ABDE19DCD2B145111AA0F170E533E8458D9A787A048D567D827A36D1E89D4FE0|
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    |-------------------------------------------------------------------|
  16. Ice can do well on Fire farms but if you never want to worry about survival you want to change the Fire to Ice. You capitalize on Ice's 90% cold res and you don't have to worry about -rech as Ice can be completely immune to it.

    From there you do nothing but chug reds and maybe the occasional green when a mob of leftover bosses get multiple hits on you. For me, Rebirth and Hoarfrost are sufficient for heals.
  17. Infini

    /MA

    I'm going for an elec/ma build that'll have ~43% defense to melee, range, and aoe with storm kick.
  18. more often i keep seeing these ice builds with unnecessary amounts of s/l defense.

    so - too much s/l defense! not enough e/n defense!

    CJ is retardedly overslotted

    CE overslotted

    HF and EA underslotted

    Now to get a bit more focused, are you planning on just AE farming or going elsewhere? Ice/ can do both. for AE you can make a custom ambush farm with ice using enemies (because ice/ laughs at slows and cold damage).
  19. I built my DM/SR to have 48% defense with Maneuvers running. This puts me in range to incarnate softcap with a small luck in the absence of team buffs and so far I haven't really had to worry about it for most things. He only has the Alpha level shift, too.

    Just something to think about since you're wanting to include Lead toggles into your build.

    As far as your most recently posted build goes, I like all of the numbers for it except your net endurance gain. I feel like you're going to be chugging blues often >.>
  20. you 'can' make an elec/ tank with 32.5% defense to all 3 positions. then you've got end drains and energize to bolster that on top of the set's resistance, which you can cap s/l along with energy with proper investment.

    toss in MA as a secondary with storm kick's +10% defense. . .
  21. Filling in the lack of resists on Ice is pretty easy by stacking on -dmg debuffs. CE, Darkest Night, Interface procs, and Void Judgement can floor dmg for the length of Void (30s?).

    Wouldn't be as effective on other ATs because of lower numbers for CE, though.
  22. I've played my mind/psi without any defense and am quite successful with it. However, I do have 190% global recharge and perma DP. MH a mob to cap your DP then backing off to use Terrify, TD, or MC before starting to kill off the mob will keep you pretty safe.

    To more specifically answer your question, Range or Melee are viable playstyles. That said, the melee attacks in the dom secondaries do quite a bit more damage compared to the ranged attacks. This isn't a problem because mind/ is one of the safer primaries to play with.
  23. I'm sure you could also extrapolate ideas from the brute forums as there are countless ss/fire threads. You can use those builds if they fit your fancy and then trim the fat on them since tankers get better numbers from powers like weave.
  24. Quote:
    Originally Posted by LSK View Post
    A tank without taunt is like a emp without heal
    Pretty sure an Emp can get by without the heals. The rest of the buffs in that set are what makes it so good, not the actual heals. Of course there are situations that the Heals would be good for.

    If you're trying to say something like "no taunt = bad tank" I have to strongly disagree. My tank is probably about 4.5 years old. I leveled him without taunt and tanked every bit of content for 3 years without taunt. I only recently added (like beginning of the year) taunt to the build to make things like tanking buffed LR a bit easier.

    The addition of Taunt is great for aggro management. However, if you're diligent and good at staying active, Ice Armor can get by without it. It's a playstyle choice, is what I'm getting at. Either way can be successful with a majority of content. Of course there will be situations that Taunt will be more beneficial or make tanking easier.
  25. Quote:
    Originally Posted by _Ail_ View Post
    I've had my ice/ice tank for a while now, well before the frozen aura now does damage change (which I was happy about when it happened.) Not to talk too much about /ice, but I realized frost was awesome long before a guide was written about it. Back in the day, I only took frozen fists, frost, build up, ice patch, freezing touch, and frozen aura and was an aoe beast.

    Strengths of ice/:
    *Easy to get lots of defense to all except cold, fire, and psi
    *Easy to get very high cold resistance
    *Has 2 taunt auras--only need to take taunt if you are worried about appearances and what other people think because you certainly don't need it
    *Has lots of +recovery/endurance in energy absorption and hibernate
    *Has a damage aura
    *Has a heal
    *Has an oh-sh*t power in hibernate
    *Chilling embrace is also -dmg and -recharge

    Weaknesses of ice/:
    *No psi defense/resistance
    *Piddly fire defense/resistance
    *No real resist outside of cold

    Strengths of /ice:
    *Freezing touch and frost do *just* cold damage, meaning they will bypass (or pretty much bypass) the defense of pretty much all typed defense/resistance sets
    *Frost and frozen aura do good aoe damage
    *Ice patch lets you pretend to be a controller

    Weaknesses of /ice:
    *Weak single target damage

    With chilling embrace and ice patch, an ice/ice can actually do just fine against psi enemies or other ones you would think it would be defenseless against. And there is always hibernate if you were about to die.

    I think it is fine. I can remember (before the frozen aura changes and the target cap max so that you could gather a whole bunch) gathering tons of enemies in hazard zones and just leaving ice patch on auto. Then I would go afk for a while. The combination of the various toggles and ice patch kept me alive and icicles killed them. Yeah, the fact that I had to go afk meant the killing was slow, but the fact that you could gather a gazillion enemies and not die says something...
    *My comments on Taunt can be found in an above post*

    You comments on Ice's resistance is a bit misinformed. You forget about the -dmg in CE. Lowering the damage of your attackers is similar to having personal resistance for yourself. This applies to all forms of damage, too (not sure on untyped damage like Hamidon, though).

    Stacking other sources of -dmg with this is highly beneficial for plugging up those holes, like Psi. Kinetic Melee can hand out more -dmg than other sets, but any combo can get at least 35% total in -dmg by taking Darkest Night. Choosing the right Interface slot will add more, as well as Void Radial Judgement. Basically you can get in excess of 85-90% -dmg for a period of time. This isn't as resisted by AVs as some debuffs are, too.

    Other notes (for Ice Melee) - Frozen Aura also does pure Cold damage, like FT and Frost.

    Ice Patch does not let you pretend to be a controller. Ice Patch allows you to tank multiple areas, simultaneously. Got some adds behind you? Hop back, drop a patch on them and go back to the main spawn. That kinda thing. That said, in high end builds, IP isn't even necessary. I rarely use mine unless I hit it by accident. I can run through most of my attack chain in the time it takes to animate, so I choose to kill things. /Ice is a great minion/lt mower.

    Taking a blast from the Epic pools helps with the lack of ST damage. Another reason to go Soul...