Jay Peace

Apprentice
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  1. Proc effects from separate procs will stack, so the -res from the PvP proc will stack with the the AH proc, providing they both fire off at the same time.

    Proton Volley is a single attack with a DoT effect. It is not 4 separate attacks chained in one, so it only checks against defense one time, and resists are applied against the total damage as soon as it successfully hits. No worries about one tick missing while others hit, or one tick doing more damage than the others. All of this is decided by the engine before you even begin to see the animation.

    Procs have set durations. One iteration will replace the previous iteration if they do not stack. In theory you could keep one foe permanently affected by the AH proc, but that would require the proc to fire every 10s at least, which is highly unlikely for a proc with only 20% chance to fire off, even if used in Neutrino Bolt.

    So really, Irradiate is the best place for it. Multiple targets increases the chances that it'll proc at least once when you use it, though you won't be able to choose who it procs against. Neutrino Bolt is another nice place for it if you are dedicating yourself to focusing on taking down single targets one at a time, or if you need the extra damage ability for Bosses, Elite Bosses, and AVs, all three of which can be very long fights without significant offensive debuffs. Combined with the -regen from Drain Psyche, you could be a very big help for some teams running AV missions, as well as TFs and such.

    As far as the PvP -res proc goes, good luck. It is extremely expensive, providing anyone even has one they are willing to part with. It is very rare and very useful, so chances are that if anyone has gotten one, they found a character of their own that can use it. So don't count on getting one immediately. It may be quite a while before that happens if you aren't a dedicated PvPer.
  2. What are the difficulty settings of the character you are testing it with? I've found that with AE, if you change your rep, you don't change the levels of the enemies if they have a specific cap (like Skulls and Hellions cap at 10 and Vahz cap at 20), but rather you just exemp lower. So if your testing character is set to fight +1 enemies and the mob you are fighting caps at level 10, you will be lowered instead of them being raised, because they don't exist at the higher level.
  3. With Miladys' idea set in my head, I created Gygjur on Freedom, Ice/Psi frost giantess. The name is what ancient Norse folks called female frost giants.

    Slowly working on her, but I don't get much playtime and when I do anything more than check markets and such, I usually end up teaming with RO folks on whatever they are doing. But I'm looking forward to getting the time to play her.

    Thanks for all the advice and knowledge!
  4. Quote:
    Originally Posted by scart_NA View Post
    3 accuracy components, not 3 slots. 2 accuracy, 3 endurance, 1 recharge SO make Dark regen reliable against +2 mobs. All other heals available to scrappers also require 6 slots, while ending up returning less health that DR.

    I have Dark regen slotted as follows

    Touch of the nictus:accuracy/healing
    Touch of the nictus:accuracy/endurance/recharge
    Touch of the nictus:accuracy/endurance/heal
    Numina's convalescense:heal/endurance/recharge
    Doctored wounds:heal/endurance/recharge
    Doctored wounds:endurance/recharge

    I get the following totals:
    Accuracy : 65.10%
    EndDiscount : 95.77
    Heal : 84.67
    Recharge : 85.95

    In my build that gives :
    accuracy 168.6%
    End cost 17.3
    Recharge 15.3
    Heal 55.4% per target

    These are really nice numbers for a heal.
    I'd drop the ToE triple (not a real change to any of the numbers without it)
    in favor of the chance for end proc. That will give you:

    Acc 56.55% enhancement, 117.4% chance to hit (not counting other Acc bonuses)
    End 81.25% enhancement, 18.6 cost
    Rech 65.10% enhancement, 18.2s recharge
    Heal 60.35%% enhancement, 49.6% heal per target
    20% chance for 10% end return per target

    Not bad at all. 3s longer recharge, 1 more end per use (which is itself mitigated by the longer recharge) and similar accuracy values (without the acc bonuses. With them, it'll go up towards the above 168% value.) The heal is less, but that only matters against a single target. Any more than one mob hit and you'll pretty much be full up no matter what your heal enhancement is, lol. Having a good chance to get end back (statistically, a full man spawn will likely get you at least 10 end back, often more like 20, and with luck, 30 or more, nearly or completely negating the cost of using it). You'll also get 5% heal as a set bonus, which does count for DR. Without that bonus and this slotting, you'll only be getting 49.1% heal per target. Not major, but every little bit helps, right?
  5. Quote:
    Originally Posted by MutantX_7 View Post
    This works because it is a percentage of you base regen/recov?
    IIRC, it's because enhancing a power enhances all relative aspects of that power that are flagged as enhanceable. (What a word twist, lol)

    By putting Numi/RT regen bonuses into Health, you essentially add their effects to the power itself. When the power is enhanced, all aspects are enhanced, including the regen bonuses. In Physical Perfection, you can enhance both the recovery and regen aspects, so Miracle and the recovery part of Numina will be enhanced, too.

    I find that Numina: regen/recov, Numina: Heal, Miracle: Recov, Perf Shifter: Chance for end, Perf Shifter: End Mod, and either a basic lvl 50 End Mod IO or another Perf Shifter will give incredibly good Recov and Regen bonuses. With that kind of setup, you could in theory skip fitness altogether on that toon, as long as you don't plan on ever exemping below PPs level >.< It's more of a respec build option, good for people who like to take their scrappers to the next level and open up pools for set mules or whatever. 3 extra powers and an extra pool can make a bid difference, especially for some tighter builds.
  6. Quote:
    Originally Posted by Dr_Incredible View Post
    With the dwindling numbers of players and lack of teams available maybe those sitting around in the studios should merge their servers in to 1.
    Yes, you may lose your toon name.. but teaming would be a LOT better.
    Your thoughts...
    Where's the proof of "dwindling numbers of players" and "lack of teams"? Just because you say it's that way, doesn't mean it *is* that way. Join an active SG. You can usually find the most active ones listed on the boards for each server (towards the bottom of the page). Be willing to change servers. Virtue and Freedom are pretty busy, I almost never have trouble finding teams. Heck, more often than not I'm just on for a couple mins to check sales, so I'm actually turning *down* teams.

    And if you really think that just because you aren't seeing broadcast spam for teams LFM, there aren't any teams out there, you're sadly mistaken. Use your search comment and LFT flags to let people who are filling out their teams know what you are looking for. Or (heaven forbid!) form your own team. See a couple people out their broadcasting LFT, send em a tell saying what you are doing or would like to do, and see if they want to join you. Chances are, they will.

    Use the search window to find people who are teamed in your level range and send someone a tell asking if there is any room for your AT/Level and powersets, if you want to be that specific. Sometimes a particular team may be looking for exactly what you are offering (especially buffs/debuffs) but not knowing you have those sets, they don't invite you. You could be the one person that turns slow going into steam rolling and not even know it. And if they don't know it because you don't advertise it, why would they invite you?

    Yes, teams are out there. Any server, just about any time, day or nite. Chances are that if you are on and looking for a team, someone else will be too. Find em, invite em, have fun!

    Oh, and merging servers is about more than just losing character names. You have to consider SG names, SG rankings (What happens to a top 10 sg on Justice that hasn't had to compete with the top 10 of Freedom when the servers merge? The Justice SG is no longer top 10, so people may begin to wander, hurting their position even more.) Hey, what happens to character slots? I have virtue and freedom just about full, and a few other servers are semi full. If any one or two of those servers merge with virtue or freedom, I won't have enough character slots... What happens then? Do I lose those characters? Or are the servers themselves changed to allow more characters? Speaking of, doing that means more drain on the servers themselves. They'll have to be upgraded, and certain troublesome areas like Cap or Talos market areas will be much worse. Plus, putting more players on one server means more chances of that server being blacked out, especially during events. What happens when a server crashes? With 11 US servers, if one or two go down, we still have 9-10 more to go around while they fix the problems. If we cut that down to say 4 or 5 servers and 1 or 2 go down, then we only have 3 or 4 to choose from.

    Yeah, server merges? Nope, not gonna happen. If the game were failing, we wouldn't be getting new rednames. The dev team is growing, not shrinking. Paragon Studios and NCSoft are pumping money into this game, and it's paying off. Heck, IIRC, we're more stable now in subscribers than we have been for a long time. As old timers leave for whatever reason, we have a steady influx of new players coming aboard. Going Rogue is going to increase that number even more, hopefully permanently.

    TLR version: Nope, not gonna happen.
  7. Hmm, nice idea. Female frost giant would be interesting to do. Wikipedia, away!
  8. Well, I worked up an Ice/Psi build, focusing heavily on ST DPS, while putting PSW on a good timer, so I can run in and DP>PSW after I've locked down/knocked down the mob.

    I'm not looking at Ice Slick for 100% mitigation, but more like AA, as damage *resistance*. It should provide enough mitigation to give me time to kill stuff with Scream (and Spout, later) and my ST attacks/controls. Plus, I don't like sleeps, so other than Glacier (and late later the AoE immob, which I'm only getting to keep mobs in Spout for the insane damage it can do over time) I only really have Ice Slick for mass mitigation.

    I'm not looking at this toon to farm or anything, or do insanely high mob counts in mishes. Most I'll crank it up to is +2/x5. Good sized spawns, easy to defeat one at a time, especially after Scream cuts their HP down. And with all the -rech/-speed, after the alpha, they won't get much of a chance to do anything to me anyway.

    Here's the build, tell me what you think!

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

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Psionic Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Block of Ice
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (5) Basilisk's Gaze - Accuracy/Recharge
    • (7) Basilisk's Gaze - Recharge/Hold
    • (7) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 1: Psionic Dart
    • (A) Entropic Chaos - Accuracy/Damage
    • (19) Entropic Chaos - Damage/Endurance
    • (23) Devastation - Damage/Endurance
    • (43) Devastation - Accuracy/Damage
    Level 2: Mind Probe
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (3) Crushing Impact - Accuracy/Damage/Endurance
    • (3) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Damage/Recharge
    • (15) Crushing Impact - Accuracy/Damage
    Level 4: Chilblain
    • (A) Thunderstrike - Accuracy/Damage
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Devastation - Accuracy/Damage
    • (50) Devastation - Damage/Endurance
    Level 6: Arctic Air
    • (A) Malaise's Illusions - Endurance/Confused
    • (9) Perplex - Endurance/Confused
    • (9) Perplex - Recharge/Confused
    • (11) Cacophony - Endurance/Confused
    • (11) Cacophony - Accuracy/Endurance
    • (15) Cacophony - Chance of Damage(Energy)
    Level 8: Hurdle
    • (A) Jumping IO
    Level 10: Mental Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (43) Devastation - Accuracy/Damage
    • (50) Devastation - Damage/Recharge
    Level 12: Ice Slick
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Health
    • (A) Empty
    Level 16: Psychic Scream
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (17) Positron's Blast - Accuracy/Damage/Endurance
    • (17) Positron's Blast - Damage/Range
    • (37) Positron's Blast - Damage/Recharge
    • (40) Positron's Blast - Accuracy/Damage
    Level 18: Hasten
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    Level 22: Drain Psyche
    • (A) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (23) Touch of the Nictus - Accuracy/Healing
    • (25) Miracle - Heal
    • (25) Miracle - Heal/Recharge
    • (31) Efficacy Adaptor - EndMod/Recharge
    • (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
    Level 24: Assault
    • (A) Endurance Reduction IO
    • (37) Endurance Reduction IO
    Level 26: Glacier
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (27) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (29) Basilisk's Gaze - Recharge/Hold
    Level 28: Subdue
    • (A) Thunderstrike - Accuracy/Damage
    • (29) Thunderstrike - Accuracy/Damage/Endurance
    • (31) Devastation - Accuracy/Damage
    • (31) Devastation - Damage/Recharge
    Level 30: Tactics
    • (A) Adjusted Targeting - To Hit Buff/Endurance
    • (36) Adjusted Targeting - To Hit Buff
    • (36) Adjusted Targeting - To Hit Buff/Recharge
    • (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (37) Adjusted Targeting - Endurance/Recharge
    Level 32: Jack Frost
    • (A) Call to Arms - Accuracy/Damage
    • (33) Call to Arms - Damage/Endurance
    • (33) Call to Arms - Accuracy/Damage/Recharge
    • (34) Call to Arms - Endurance/Damage/Recharge
    • (34) Commanding Presence - Accuracy/Damage
    • (34) Commanding Presence - Accuracy/Damage/Endurance
    Level 35: Vengeance
    • (A) Kismet - Defense/Recharge
    • (46) Kismet - Defense/Endurance/Recharge
    Level 38: Psychic Shockwave
    • (A) Obliteration - Chance for Smashing Damage
    • (39) Obliteration - Damage
    • (39) Obliteration - Damage/Recharge
    • (39) Obliteration - Accuracy/Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 41: Water Spout
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (42) Positron's Blast - Accuracy/Damage/Endurance
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Accuracy/Damage
    Level 44: Shark Skin
    • (A) Aegis - Resistance
    • (45) Aegis - Resistance/Endurance
    • (45) Steadfast Protection - Resistance/Endurance
    • (45) Steadfast Protection - Knockback Protection
    Level 47: Frostbite
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Endurance
    • (50) Positron's Blast - Accuracy/Damage
    Level 49: Hibernate
    • (A) Doctored Wounds - Heal/Recharge
    ------------
    Level 1: Brawl
    • (A) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Domination
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 52% Enhancement(Accuracy)
    • 55% Enhancement(RechargeTime)
    • 1.5% Enhancement(Confused)
    • 5% FlySpeed
    • 76.3 HP (7.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 2.2%
    • MezResist(Stun) 2.2%
    • 28% (0.47 End/sec) Recovery
    • 64% (2.72 HP/sec) Regeneration
    • 4.73% Resistance(Fire)
    • 4.73% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    Again, thanks for all the input folks!
  9. Think I am going to go either Earth/Psi or Ice/Psi. Earth and Ice both offer location AoE KD effects, allowing me to rush in and DP and PSW. Ice is looking best, because of the synergy with the Mako patron pool. Just a matter of seeing what kind of fun concept I can come up with, lol.

    Thanks y'all!
  10. Ages ago I did a workup of DPS and DPE values comparing SS and EM, and found that without Rage, they are pretty equal over time. EM gets much better up front burst damage, while SS gets much better AoE damage.

    Unfortunately, on tanks EM is really slow. Every other AT that gets EM gets one heavy hitter early and the other late, for a nice steady upsurge in damage. For tanks, however, the heavy hitters are the last two power picks of a secondary, so they don't become available till 35 and 38, which is pretty much near the halfway mark of your career. So you'll spend the first half of your career plinking away at enemies solo, waiting for Bonesmasher to recharge, or playing meat shield for teams, never putting out nearly the damage everyone else can do.

    The stuns are handy, but not really reliable. With SS, I know that if I need to make something not hit me so fast, I can run in and KO it and it'll go flying in the air, and possibly even be held for a short time. EM is more of casual mitigation, nice when it happens, but don't rely on it to survive.

    That said, I've always enjoyed EM. The "pom-poms" are a very good looking effect, and are really nice now that they can be colored to match a concept/costume. Heck, been thinking of making a character that draws on the power of rainbows, lol.

    Really, it's up to you though. It's slow, but can pump out decent damage in the late game, with pretty high burst damage. Just don't expect to mow down large mobs like SS can.

    Edit to add: Whirling Hands isn't anywhere near as good at damage or mitigation as Foot Stomp, so on EM toons I usually skip it. On tanks, however, who take good advantage of AoEs for aggro drawing, it can come in handy. I wouldn't kill myself to get it in ASAP, but if you have room for it, why not?
  11. That's just it, other than Fire, I'm pretty neutral about them all. I know how most of them do for controllers, but Doms aren't controllers, so I don't know what combo will do well and what will have me hitting the delete button before lvl 10, lol.

    For what it's worth, I'd prefer to stay at range to dish out damage, so only 1 or 2 melee attacks for if/when they manage to get in my face, or when I need a big burst to take down a threat (not a major worry there, they'll be mezzed before they have a chance to do any harm, but still).
  12. /shamelessbump

    No replies whatsoever?
  13. So, I've played a couple doms over the years, and have yet to come across one I really liked. I know I15 changed the way they play enormously, and I had a mind/elec in the 30s that I got bored with, even though it was pretty powerful.

    So what I'm looking for is a good all around dom build. I've done fire control to death and am bored with that, so barring a great concept, no fire/ for me, lol. Any other primary is fair game, providing I can find a concept to get behind. Secondaries are also fair game. I would like something that has a good mix of range and aoe ability (which they all seem to do) and aim or build up.

    So gurus, what's a good combo?
  14. Quote:
    Originally Posted by Aluminum_Dave View Post
    I have to ask. Are you playing with all graphics options turned completely down or off? This is usually part of what needs to be done to run with the lowest computer specs.

    If you are running with the least possible graphics options, have more than the minimum computer specs, and have a stable internet connection you MIGHT have a point. There are many variables involved though.
    How about: 3 Gig Processor, 1 gig RAM, Vid card with 256 onboard memory, and all graphics running at minimum settings via TweakCoH. And yet I still have to wait ages for the market to load initially, and after that, and/or 1-2 hours of play, I run the risk of long zoning loads and crashing/mapserving. Yeah, either the "minimum" specs need to be increased to take into account the actual current demands, or these features need to be looked at to be compatible with the published minimum specs.
  15. Quote:
    Originally Posted by Aggelakis View Post
    I have these binds. I've got them on three keys. Key is "small insps" combine into "small blue". Shift+Key is "medium insps" combine into "medium blue". Alt+Key is "big insps"combine into "big blue".

    I also have three other keys for purples.

    I left out break frees (and their bigger parts) and wakens (and their bigger parts) because they're so rare, I just delete them if I need space or manually combine if I have enough.
    That's pretty much what I'm going to do. Bind the exec to the key itself, the small combine to shift+key, medium to ctrl+key, and large to alt+key. I've already taken out the escape and awaken variants, just a matter of going into the file and adding the new binds in. Shouldn't be too difficult. I'll let y'all know how it goes. Again, thanks for all the input!
  16. Quote:
    Originally Posted by Master-Blade View Post
    ...the last quote might be truncated off the end of the long bind... making it fail.
    Nope, I've double and triple checked it. All the quotes are in the proper places. However, as I said before, I swapped out the quoted recipe names for the version with underscores. Assuming the bind system counts spaces as characters, this cuts down the number of spaces needed to do the commands. However, it still isn't working quite like it should be. I think it's randomly cutting bits and pieces out of the binds to fit within the limit. Unfortunately, without some sort of extra bind loading from separate files, I don't see this happening with just shift plus the numpad key. So my next question: Can Ctrl and Alt be used in combination with the numpad keys to create a bind? Could I do this?

    Code:
    /bind alt+numpad1 "inspcombine insight catch_a_breath"
    That's just an example... don't want to type out the full bind again, lol. But would that work? And could I place "alt" with "ctrl"?
  17. Quote:
    Originally Posted by Roderick View Post
    No, they don't. Each quote pairs up with the next quote it finds. So it's trying to execute inspcombine insight, which gives the "takes 2 args, you gave one" error.The quotes are most definitely what's giving you grief.
    If this is so, then why does
    Quote:
    I "beginchat /send "repeat offenders" [$name, $level]: "
    work properly? If what you are saying is correct, it would only read "beginchat /send " and while that is a valid bind command (essentially what enter does. it's sort of redundant though, because beginchat puts the cursor in the chat box and that automatically sends to the current channel), when I use the "I" key in game, it starts the chat with "/send "repeat offenders" [$name, $level]: ".

    Unless for some reason the inspcombine aspect doesn't read the quotes correctly, the way I have it should work fine... However, I have since gone in and changed the binds, dropping the changes for mezz and rez insps (if they drop too frequently, I can just change em via the right click menu) and changing all the quoted, multiword insp names into the underscored format, IE "catch a breath" became catch_a_breath. If it was a matter of bind sizes, this should do the trick. Currently can't get into the game yet, but will update whether or not the changes work later on. Till then, thanks for the help, folks!
  18. In my default Keybind.txt file, I have these binds set up:

    Code:
    numpad1 "inspexecname "second wind"$$inspexecname "take a breather"$$inspexecname "catch a breath""
    
    shift+numpad1 "inspcombine insight "catch a breath"$$inspcombine luck "catch a breath"$$inspcombine enrage "catch a breath"$$inspcombine respite "catch a breath"$$inspcombine sturdy "catch a breath"$$inspcombine "break free" "catch a breath"$$inspcombine awaken "catch a breath"$$inspcombine "focused rage" "take a breather"$$inspcombine "keen insight" "take a breather"$$inspcombine "good luck" "take a breather"$$inspcombine "dramatic improvement" "take a breather"$$inspcombine rugged "take a breather"$$inspcombine emerge "take a breather"$$inspcombine "bounce back" "take a breather"$$inspcombine "righteous rage" "second wind"$$inspcombine "phenominal luck" "second wind"$$inspcombine "uncanny insight" "second wind"$$inspcombine resurgence "second wind"$$inspcombine robust "second wind"$$inspcombine escape "second wind"$$inspcombine restoration "second wind""
    The idea with these is that by pressing 1 on the numpad, I'll pop a blue, from smallest to largest, and when holding shift and numpad 1, I'll turn any 3 insps I have into the corresponding blue, so that I can then press 1 again and use it. I have similar binds set up on the numpad for 2, 4, 5, 7, 8, 9, for green, yellow, red, purple, orange, and break frees, respectively. However, it actually doesn't work, that way, unfortunately. I keep getting one of two error messages when hitting the "combine" bind:

    Quote:
    Unknown command: mergeInsp
    or

    Quote:
    Usage:inspcombine takes 2 args, you gave 1.
    Combines 3 of same type inspiration into one new type
    inspcombine <string> <string>
    I initially used Microcosm's binds to create this, where the inspirations were named "catch_a_breath" for example, but found just using the replace command to turn them into "catch a breath" with quotes around each instance to be more effective. So why am I getting these messages? What did I do wrong? Am I hitting some sort of cap for the bind length? If so, how would I go about tweaking it so that it works? I *could* shorten it by dropping the rez and BF from the combination bind, if that would do the trick...

    Any and all advice is much appreciated!

    ~JP
  19. I went Claw/WP. Bother are solid early sets. Claws is low on end and quick, so you don't *need* hasten, especially if you manage good slotting to get a minor recharge bonus or two. WP gets QR at 20, just in time for Posi with the new exemp rules, as well as Fast Healing, HPT, and RttC, so you don't need Fitness pool. And if you have Ninja Run, you really don't have to take any pool powers at all early on, making more room for attacks and secondary powers, and their slotting. And don't forget the amazing power that is Focus!

    As for IO slotting, I wouldn't really focus on have specific set bonuses available for Posi, except for maybe +HP/Regen to go with the fact that you have pretty low values at that level. After that, just Frankenslot. Aim for about 25% acc and 15-20% end/rech redux, and get your damage as high as you can. Since the most you'll fight is +1, Follow up with a touch of acc is more than enough to keep your hits at 95% chance. QR being super stamina and claws already having reduced endurance means you shouldn't have any end issues at all. A touch of recharge should be all you need to get a decent ST chain going, what with all the power options you can have by not having to go for fitness or travel powers. And Spin is just awesome AoE damage.
  20. Quote:
    Originally Posted by Emberly View Post
    I expect scrapperlock, or an analogue thereof, from all my teammates. Nothing warms my heart like entering the third mission of an ITF and having a defender run off to begin soloing the computer, or better yet, Rommy + Requiem. Nothing makes me sadder than seeing the words "follow the tank" in teamchat.

    I play every character I have like a scrapper: my aggro is my own problem and I don't start a fight that I don't intend to finish. I assume that's how everyone plays, because the alternative seems selfish, demanding and rude. Nothing wrong with tagging along with some other teammate in a tough mission or whatever, but I would certainly never criticize someone for running off on their own if they can handle it (or if they think they can!).

    My wife runs the ITF with me every night that we play. She has many characters, but one of her favourites is a claws/SR scrapper, built to the nines and softcapped all around. We decided to spawn the ambushes in the first mission. We had a teamwipe almost immediately. Well, not quite a teamwipe. My wife stood amongst the fallen, leveraging the scaling resistances of the SR passives, using Aid Self, and tearing apart every one of those boss Khelds while we cheered her on. After the dust settled, she had a half empty insp tray and the rest of us had a sense of awe. I have never run an ITF since where we didn't spawn that ambush, and every time I am reminded of my wife's epic one woman stand.
    *THIS* is why I <3 /SR!
  21. Quote:
    Originally Posted by The_Masque View Post
    Rod is correct that while you can easily farm kills using the arena if you have a great then +3 spread on the characters you have a 0% chance for a drop (you should notice that if you are killing a -3 or great character you will not get any rewards: no influence, no prestige, no insp and therefore you do not get any chance for the RNG to roll for a drop).
    Then how are players getting PvP drops from a 41 when they are 50? Or is this +/-3 rule for the Arena only, and not zones?
  22. And to be super fiddly:

    Damage/(Recharge+(activation by server ticks)

    But basically, just divide damage by recharge, and you'll get close enough.
  23. Quote:
    Originally Posted by Master-Blade View Post
    How do you get a 9 month badge in just 2 months?

    PS - your forum account says August, and that's still only 6 months.
    My bad, meant Nov '08. And I never got around to registering for the forums with this account till last August. Those who know what I've been through lately, know just why I wasn't able to register.
  24. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    They announced the new Vet Rewards today:
    http://boards.cityofheroes.com/showt...03#post2529303

    Indeed, the 69 month reward is just the badge and a vet respec. Not terribly thrilled about the 72 month reward either... or rather, it feels like it should have been made available earlier. Oh well, free stuff is free.
    Really? That's too bad you long time vets don't get yet another highly powerful power just because you got in early... I heard about this game before beta, but I didn't have the opportunity to start playing till a few years ago, and then had my account stolen from me, so I had to start all over. The servers will probably cease to exist before I finally get up to 72 months. Hell, I've had this account since Nov 09 and I just got my 9 month badge... Yeah, I wouldn't complain too much about your fortune, some of us just aren't that lucky...
  25. I've heard wonderful things about Dark/Arch. Tar Patch's -res combined with RoA makes for some nasty damage output. Fearsome Stare makes it pretty safe. Toss in PBU or Soul Drain (I'd go PBU, Soul Drain gets aggro and can risk spreading enemies out, lessening RoA's effectiveness) and you could probably get some nifty damage. I'd imagine 2/6/No Bosses would be pretty effective. It won't be fire/kin or elec/shield fast, but it'd be pretty safe, and probably wouldn't need a metric ton of inf to IO out for an efficient build.