Lifewind

Apprentice
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  1. Actually , what type of motherboard do you have. Sometimes the Motherboard wont load up if you dont install the the "other" power connector. I think it is a 4 pin power connector next to the CPU.....
  2. Quote:
    Originally Posted by Placta View Post
    Rad/rad corruptor sounds good; if we end up missing something important, I may ask if you can switch.



    Checking a time zone converter says October 17, 5:00 AM JST.



    Not too long ago, there were trial badge runs on Saturdays. As for the Sunday runs, it's been mainly me doing them, and I chose Sunday partially because it was open, and partially because it's my most predictably free day.

    yeah, I checked the time too and thats what I got. I should be done with my 10 Mile bike ride by then. So as long as we dont have to beat people and pull teeth to accomplish the trial then i think we are good to go.
  3. Roster
    @Placta - Elec/elec blaster
    @Stray Kitten - Whatever we need (my rad/rad corr seems to be a popular choice)
    @Amygdala - Kinetics/Energy Defender
    @Meltdown - Rad/Rad Corr
    @Ulysses Dare - Assault Rifle/Devices
    @Lifewind - Emp/Rad Def (tentative)
  4. I think I can make this. I just have to check and see what time it is over here in Japan. I would Like to bring my Def.

    @Lifewind: Emp/Rad
  5. Check your Inbox bud (@Silas)
  6. Quote:
    Originally Posted by Silas View Post
    Well, I just did the super-scientific test on my Stalker of hitting Frenzy, waiting a second, then hitting Hasten to see if Frenzy got any bigger. It didn't. I'm pretty sure the alignment powers aren't affected by recharge. Demonic is though, so that's okay

    Edit: just timed it on my Stalker who has 110% global recharge, so 180% with Hasten. Frenzy still took 6 minutes to recharge. Shame, that.

    Back on topic, that damn Vengeance has thrown a spanner into the works. I really like the idea of it since its such a great power. I'm playing with the build you put together now, so far only thing I've changed is to take the HO from Hot Feet to put an Apoc Dam in Char. That bumps the damage up from 63.9 to 94.7, not bad. The all round hold stats aren't as good as with the Unbreakables in, but my global acc/recharge and Domination should make it moot. Having 5 Unbreakables and the Apoc Dam in Char would be perfect-world slotting, but I don't see a way to rejig the slotting to get that without losing recharge.

    I came up with a build that should be good for you, and it has char at 135 but I am still tweaking it atm since I have to adjust other parts of the build some more.

    Including the Leadership pool rather than the Concealment pool is still a better choice for the most part. I am wondering what else can be adjusted to get you better stats atm w/o to much of a sacrifice
  7. Quote:
    Originally Posted by MengoMengo View Post
    I have 3,62 recovery and between domination and cardiac i dont need consume and can run blaze/incin/fb with hot feet running and be fine.
    3.62 is nice but have you also taken into account the end drain that will occur when you have all toggles running, blaze/incin/fb and continusouly spamming AOE attacks as soon as they are up? If so, then thats great, and I am sure the others would like to have a look see :-)
  8. Quote:
    Originally Posted by Obitus View Post
    Got a chance to look over the build in the above-quoted post, and it looks very good. Nice job to both Lifewind and Silas. However -- and I realize that this merry-go-round can go on forever -- here's an alternative:

    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1447;693;1386;HEX;|
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    |D190F146D7FA66D7FA56D77A8DDE8A2ED7FF0087CBF9AD|
    |-------------------------------------------------------------------|
    Build Comparison:
    • Basically the same S/L DEF (32.3% versus 32.2%), but higher DEF to all other types (19.1%, or within two small Lucks of the soft cap if you have the Inspiration-boosting Accolade).

    • Basically the same S/L RES (54.4% versus 54.1%)

    • 2.5% less global recharge (193.8% versus 196.3%). Effectively equivalent. Hasten is still permanent with 2 slots, and Domination still permanent even if you don't use Hasten.

    • 3% less global damage (10% versus 13%).

    • ~1% fewer hitponts (129% versus 130.1%)

    • Better drain/recovery ratio (a net difference of 0.17 EPS before the Panacea proc is considered). Note that the over-time endurance benefit of the Panacea proc is (0.075 * 0.2 chance to fire * 112.25 Max End) / 10 second proc window = 0.168 EPS. Basically I've skipped the proc without losing any over-time recovery benefit, though I have added other, potentially expensive and/or hard-to-find enhancements to the build (a Gladiator's Armor RES/END, in Tough, which could reasonably be replaced with a little shuffling around, and three Enzymes). And yes, I included Maneuvers. I didn't include Tactics in the above calculation, because you shouldn't need or even want to run that unless you're in a very rare situation.

    • Same global accuracy (96%).
    Now with all of those stats out of the way, one might ask why I bothered changing things around given that everything's more-or-less equal. The answers once again come down to preference: those three LoTG mules from the Concealment pool bugged me, for one thing. This build gives you powers that are at least somewhat more (IMO) useful in their place -- Tactics for situational +ToHit and perception and Vengeance for teamplay.

    Another thing is that I like to slot my AoE immobilize as an attack if I can get away with it. I admit that that sort of sloting scheme is more important on Controllers than Doms -- and it's clear that Silas will have more than enough AoE damage either way, but like the Concealment mules, this is just one of those things that I like to do out of principle. Anyway, Fire Cages' average damage goes from 19.7 to 50.11.

    Finally -- and this is a much smaller thing -- I feel the slotting of Hot Feet is better now. The slotting of Char is very slightly worse -- lacking the purple damage proc and losing a teensy amount of hold duration -- but I figure you're going to be using Char situationally anyway. YMMV.

    Cost might be an issue; I haven't looked at the market in anything like a serious way in quite awhile (used to play the market actively, but lost interest when details about I-20 were announced because I don't feel like running more than 2-3 characters through the Incarnate content anyway, and those builds are already finished). Still, I figure the Panacea proc is far more expensive than the extra Glad Armor, and the Enzymes, though very costly, will be partially offset by the fact that you don't need the two Ribosomes in Fire Shield. (Edit: Come to think of it, you'd also save some cash because you wouldn't need the fifth LoTG anymore, either.)

    Whatever build you go with, I think you'll be playing a Cadillac.
    Obitus,Silas, this build looks good/sound also on paper, and for the most part is mathematically better than my build I suggested b4. But I will have to really look at all the builds again, the last one took me 10 min to come up with. I was wondering how Obitus was gettin much better end recovery than me, for awhile till I noticed I had sprint on lol. Anyways I will be looking at Mids again and see what I can do... looks like my "Mids Dom Jedi Skills" are being tested again............
  9. Quote:
    Originally Posted by Obitus View Post
    Hey, different strokes. All else being equal, it is better to have slow enhancement than not. I've also agreed that your slotting scheme is probably the best one for the context of this thread. If your playstyle favors slow slotting more than mine does, then that's fine; I can't tell you you're wrong about your subjective preferences.

    I don't think it's fair to say that Hot Feet is a mediocre power without slow slotting, is all. For Blasters, maybe. Doms and Controllers, no.

    I don't think Hot feet is a mediocre power w/o slow slotting for doms. I just wouldn't use it if I didn't have a aoe immobilize cuz if I remember correctly, Hot Feet has a fear effect ( as does ROF so that's fear patches x 2 :P )

    If you look at both the powers in detail , Hot Feet and Combustion, one has a bigger AOE and can hit more trgts , while the other has a 5 feet smaller AOE and hits less trgts, but does way more dmg.. etc etc. I am pretty sure that the damage from Hot Feet will pale in comparsion to Combustion, but some peeps like their PBAOE toggles lol.

    If I was slotting my fire/fire toon, and I was expecting to be all up in mobs, I would definitely take Combustion over Hot Feet, thats just my cup of tea. And if I did need to take Hot Feet, i would slot it full of procs, or just make it a IO mule for wht ever bonuses I needed. I definitely wouldn't slot it for slows.
  10. Quote:
    Originally Posted by Silas View Post
    Very nice builds, all.

    Doc, I like it. I personally couldn't go for a Ninja Run build, I like speed runs too much, heh. But that could easily be tweaked. I like the Incin slotting, its a good way to both score another Ultimate Rec bonus as well as make Incinerate a decent attack.

    Lifewind, Now that I like. Except for the goddamned Panacea proc in Health, haha. That thing is just not worth the money, haha. Though I suppose for a build as tight as this, that extra endurance might just be worth it. I dunno. Endurance use also is a fair bit higher than some of these other builds, but Consume would probably be enough to cover it.

    Minor tweaks I made looking at it were: dropping the second CJ slot and moving it to Weave for a Def/End. Same defense numbers, lower end drain. Could also have a slot floating around if I took out the Panacea proc, might go in Tough for an end rdx or res/end, depending. Hrm.

    Obitus, Very nice build. The recovery numbers I'm especially fond of. Hooray, Combustion is in. Downside is, Incinerate is still a set mule. Fair enough, but a shame. The resist numbers are great though.

    Yeah, for the Incarnate stuff I've only been bothering to go up to tier3. I've got a lot of characters so the huge extra effort in going t3 -> t4 just isn't worth it to me. Speaking of which I was able to get my tier3 Alpha last night, so hooray. Time to work on Reactive
    I can still adjust it bud, but cut me some slack lolz, and I got a pancea proc if you want/need btw. My 3rd build on my Erth/elec is getting stripped . And like I said b4, It is possible to do a /fire build and not take cardiac, you just HAVE to take consume and slot it for endurance modification, then the other thing is which APP/PPP you take. If you take Mu mastery then you can do ANYe thing you want with your primary and secondary and still get similar/better specs.

    When you take fire mastery , you are just adding more gas to your end hog v8 engine that you are using lol. I aim for tier 4 for most of my incarnate doms, because the buffs are affected by ED less (and of course I know you know this) Your biggest problem with fire/fire/fire is going to be just 2 powers mostly I think. Rain of Fire and Hot Feet, but mostly rain of fire. Dont really feel like doing the math but maybe the other math dude Obitus can.

    The good thing about high recharge is having Rain of Fire up more often.

    The bad thing about ROF is using it as soon as it is up will drain your end anywhere by about 20% (that thing takes 32.5 end from you when its unslotted) , give or take a couple of percent, and depending on wht tier of Cardiac you take and wht type of endurance buff you are under. But you really dont want to use ROF when you are at 20 points of end....

    But this is the reason I put the pancea proc in the build. The recharge for Domination is currently at about 69 secs (rounded up and including cast time, not accounting for the server lag) the recharge for consume is 49 secs (including cast time) That leaves 20 secs of time that basically you need to be wary of.... but wait.... you get a 15 sec end buff from consume (which btw gives almost 100% of end recovery when you slot it with capped endurance modification and you hit 10 trgts :-).

    So there is really only techincally 5 seconds of " Oh crap where am I going to get some end" going on in 1min 9 secs. The 5 seconds changes a lil after you die and stuff but for the most part, you really dont have to wait that long. And with 2 instances of +end procs firing off ( pancea and perfomance shifter procs) they should be able to fill in the "end gap" by more than enough. Thats like "almost" 20% of your end being replaced AT LEAST once every min, it is actually way more than that.


    But I would really rather slot combustion with a Armageddon set rather than the Oblits. Since it is up more often, and would proc more than if you slotted armagedds in hot feet.
    That can be done if you want to give up cinders. Just a thought. I usually put my purp hold sets in my AOE holds b4 my ST holds. Since the aoes are down longer. I will get with you in game later bud.
  11. Quote:
    Originally Posted by Silas View Post
    Oh right, okay. That makes sense.

    For Consume, ideally I wouldn't need it. I don't like having to rely on that kind of thing. I didn't build my Cold to require Heat Loss and I didn't build my Kin to require Transference. Unfortunately, for this build and what I want out of it, that's not a luxury I can have. Eh, its not too bad though. My experience of the build is that most of the time the Dom refills and my recovery are enough to keep my going. It's not like I'm using Consume as soon as it recharges, far from it actually. So I don't mind.

    As for Combustion, I'm of two minds. On the one hand, its slow animating and all DoT. Wish it was FSC instead. On the other, it does pretty decent damage, has a wide radius and would be another AoE for even more carnage. If you can fit it in, that'd be a positive. More options are always good. It was just one of the first powers on the chopping block for me.
    I can probably figure something out for you bud. Will come up with something today for you and see how you like this one.


    and of course you know you will lose something.....


    I came up with a couple of variants that would include combustion. Have a look at this one :


    http://www.cohplanner.com/mids/downl...DDEA3F0052FB92
  12. Quote:
    Originally Posted by Chaos Creator View Post
    Most diagonal surfaces in the courtyard can be run up.
    This.
    You can easily run up the diagonal surfaces with ninja run. The area in the back of the entrance to the underground entrance, run up either the left or right side to get up there. I do this all the time so I know it works.
  13. AGAIN.......

    I am pretty sure that this is designed this way on purpose, to help build teamwork . But for the love of god, can you make it so that we know who has at least received the temp powers (molecular acids or pacification grenade) on the Lambda trials.

    Dont get me wrong I dont have any issues with running PUG trials. Its just that I really do go out of my way of asking at the beginning of the trial if anyone does not know how to look to see if they received any temps.

    And on the Lambda PUGS, to many times than I would like to count, there is always someone with a couple of acids. I would just like to know if you can make it so we can at least know who on the team/league got the temp, maybe like a beacon or a name color change.

    Also I am posting this from my android phone, so I didnt check to see if there was another post on this yet.
  14. Lifewind

    Crashing daily

    Quote:
    Originally Posted by Warlocc View Post
    The game is quickly turning unplayable.

    At random times- in missions, loading screens, out in the world, the game just freezes. Complete lock up, with no error messages or warnings.

    This is after a problem that required I do a repair on the game. The repair fixed the previous issue, but apparently created this one.
    (Previous issue was a corrupt .pigg file)

    The game's locked up, and if I click once anywhere on the screen, I get the not responding popup, everything goes gray, and then the game shuts down. This already cost me rewards from a BAF trial, which is very frustrating.



    Windows Vista 32-bit
    4 gigs RAM (I know 32-bit can't use it all, but it uses enough)
    nVidia 9800 GT (1 gig)
    AMD Athlon dual core, 3.0 GHz



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    Mod files in the Data directory
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    Yeah, about the crashes... I wont mention any names... (XX_XXXXXX) but I am still crashing everyday also. I was told by (XX_XXXXXX) that since the patch on 4/15 there should be "less" crashes (or something to that effect) And I have been crashing consistently once to twice a day. Given, the times that I have crashed has been on one of the new trials, its happened so many times that I know when I am going to crash.... and I make sure everyone in game knows it before it happens.

    And I can even understand if it was just me on the trials, but it is not. Other people have been crashing also while either zoning into a mish or during the mish

    There are still crashes in the game, the problem isnt fixed, and this issue needs to be resolved. And (XX_'s) stop telling me otherwise....
  15. Quote:
    Originally Posted by Negate View Post
    Sign me up on the test server. Plant/Fire/Fire Here on freedom.
    Good Idea.. totally 4got about test server.. would anyone else be interested?
  16. Quote:
    Originally Posted by Stormfront_NA View Post
    Let me make a point clear first...

    This is NOT a thread complaining Lambda is too hard. It is not.

    What I am addressing is an issue with finding groups to do Lambdas.

    I have been noticing that the wait to get on a group to do trials can be quite extensive, at times near an hour by the time you get in a gorup and there is enough to make it a go.

    Practice seems, that once you have a good team of players, they stay together and do BAF after BAF after BAF. After all BAF is easier than LAMBDA, and you can accomodate more players at a time.

    It is the accomodate more players at a time, that produces teams of 24 players and thus only can do BAFs and pre-empts the doing of Lambda.

    If Lambda could be set to allow teams of 24, then once we have a stable group of 24, we could alternate the trials instead of being rutted into BAF only. Thus allowing a little bit of variety, if one could have such a thing with only 2 trials.

    I realize that at 24, it will definitely make Lambda a bit more easier, but as a whole it may not be a bad thing. It would allow for more mob defeats and greater opportunities for players to get threads, after all the facility glowy excursion, with it being timed, does not alllow for much mob hunting for threads.

    So going to 24 is player beneficial from the perspective to ease group formation and keeping them together, and to earn more threads during a lambda.

    Sue


    Oh that is you :-)

    I would like BAFS to change the minimum requirements to 8 :-)
  17. Quote:
    Originally Posted by Cobalt Azurean View Post
    BMT MotD and Events Calendar updated.
    So who do I have to Kill to get an all dominator event on the calendar?
  18. Quote:
    Originally Posted by Aggelakis View Post
    Official feedback thread. Make sure to take a look at the Comm Digest to find more recent commentary in the thread by our rednames.

    Right now, the best way to let others get better loot is for you to get bad loot. This means do less/nothing and let everyone else do more.
    Thankyou very much. I just think this sucks that me trying to do as much as I can, is screwing my league mates...
  19. BTW I have been using a plant/fire/fire/Ion T4/Reactive T4

    It has come to my attention recently that, reward system for the new BAF and Lambda trials are not working as intended, and are not fair to the league participating as a whole ( sorry I am late to the party, I had trusted that the system was working as intended).

    I am now at tier 4 for all my incarnate powers, and cant help but feel that I may have screwed my league/team over somehow.

    I am sitting at about 85 BAFS (6 fails) and 22 Lambdas (6 fails). During that time I have gotten at least 3 very rares, 15+ rares, and a ton of Uncommons, commons and threads. For the most part I have been leading most of these, and would like to help other team mates get rares and very rares more often.

    Some of my league mates have gotten rares and very rares while I was leading trials, but now that I think about it. It was mostly the high DPS toons. I dont remember a lot of the buffers/defenders getting a lot of rares or very rares.

    As a matter of fact I can distinctly remember that some of the trollers were getting the common thread window , and I know for a fact that they were the ones helping keep me alive and were actively buffing the team.

    After speaking with someone about the rewards table issue, he pointed something that I already knew but didnt realize yet. Toons "supposedly" not contributing will get the threads/super inspirations window... like 100% of the time. I forgot that I had my other account fill for about 10 runs of lambda, since there were not enough people online at the time. And each and everytime that toon only recieved the threads/super inspirations window.

    Now it all makes sense. It may even explain how I was getting the threads/inspiration window sometimes. 9/10 I had crashed from the trial and was trying to get back in, and receiving this crap window.


    I would like to know if there are any ideas atm, that will help spread out the reward of rares/ very rares on a team more evenly, without being favored to a certain AT,

    I would also suggest that COX devs implement some type of percentage progress bar, that will show you/team/league the chances of you getting one of the very rares/rare/uncommon etc etc. This way the league leader/teams can adjust accordingly.

    Or they can make it lil like gambling. When a player recives a reward they can get 3 types of tokens token 1 ( 25% chance for a rare,30% for a very rare, 50% for all else) Token 2 (30% chance for a rare, 15% chance for a very rare, 55 % for everything else) or Token 3 (70% for everything else, 15% rare, 10% for a very rare, 5% automatic threads) The players can use these tokens at spawnable/static slot machines and try there luck....

    Not sure what needs to be done, but I know that it is pretty unfair to others to favor certain AT characteristics. I hope the DEVS find a soloution quickly, or this type of BS will facilitate another exodus of players....
  20. Quote:
    Originally Posted by StabBot View Post
    Are you sure it's supposed to work on pets? It seems like it'd be absolutely ridiculous with powers like creepers, phantom army, MM pets, etc. If they re-add it then I'll be stoked, but I had just assumed it was disabled intentionally.

    It definitely doesn't work with creepers, flytrap, or animated stone.
    Im pretty sure i saw it proc on my creepers and flytrap... but there was so much AOE going on.....
  21. Quote:
    Originally Posted by kangaroo120y View Post
    I LOVE playing my plant storm controller on BAF's . Creepers and freezing rain is pure win at the doors. Also, any persistant damage/mez powers do wonders for that phase of the trial!

    I got a plant/psi and a plant/fire that I will get tier 4 reactives on with the moderate DOT. It is pretty nice looking at at extra DOTS going off :-)
  22. Quote:
    Originally Posted by Obitus View Post
    Thanks a lot bud, now i can pass this information along to friends and new guys.
  23. I have been trying to figure out a way to get a Map of the lambda container and cache locations. Is there anyone out there with this already mapped out? From what i gather, all the locations are static, and I want to start memorizing and teaching others how to get this down faster and efficiently. I tried the demorecord, but haven't got a chance to look at it. I may just run a lambda or 2 to just map them. not sure if Beefcake already took care of this.....
  24. Quote:
    Originally Posted by Dreadman View Post
    I'm half tempted to try and coordinate a mostly Plant BAF or Lambda. The most impressed I've ever been with Plant Doms was on a Lambda trial where we only had 8 total... oddly that included 3 Plant doms. The original discussion in the League window went from "not enough to do this.. but may as well farm for some threads"... to "wow, this is going smoother than it should" and finally, to " we can do this" and "we did it". Interestingly, we had to improvise when someone went in the vators to the acids. We decided to make a run for the acids only and got all of them before Marauder spawned. Dealing with Marauder was no issue as me and another Plant Dom camped out at the grenade spawn spot and fed grenades to the rest. Never underestimate the pwnage from multiple plant doms rendering mobs into null threat. To be fair, I'm sure the rest of the team were skilled damagers and debuffers so the Plant doms don't deserve all the credit. However, I'd like to see how often any group of 8... or less is able to do the Lamda.


    I kind of agree with your "disagree". Creepers rock when it's not just me vs. the spawns. In other words, if I have a scrapper or better aggro magnet with me at the spawn spot there's little possibility of being wiped out by the alpha if I don't get off my confuse in time. I like Lobster's suggestion on the creeper slotting. I may have to check that out in Mids and see if I still have enough global recharge left to keep my creepers perma with that slotting.
    Yeah, i think a team of 8-24 plant doms/trollers would be a fun team. Any of you guys on Champion?
  25. Quote:
    Originally Posted by Dreadman View Post
    Good point and as a matter of fact I broadcasted in the League window to team captains to ensure that we had roughly equal damage represented from all teams. Only once was there 2 teams and just me and a scrapper held back the mobs. Typically, on a '24' BAF, there are 4-5 of us wiping out the reinforcement mobs.

    I could tell that the AOErs were loving how tight the mobs were. Interesting side effect of confuse is that the mobs immediately aggro on each other and with my immob second in my chain, most mobs were very tight. The experience did not seem to suffer due to quick disposal of each mob.

    Advice to other plant doms.. don't use creepers. While it adds extra damage, it also raises the potential of a boss aggroing on you. I did that only once and died... by the time I got back from the hospital, the Reinforcements had gotten out of control.
    I have been playing my lvl 50 Plant/psi since 2006. But since I didnt have the umph for single trgt dmg like i wanted to, i went with /fire on 5 of my toons.

    Since I have roughly 34 doms now (24 fully io'd) I have a couple of different plants. For the BAFS I have been using my plant/fire/fire, Dot Dots. She is softcap to s/l (doesnt mean much on a BAF) and is at about 163% recharge. I can pretty much handle the reinforcements (solo with or w/o a buffer) as long as they are still lvl 54's w/o the self buffs. I can think the plant/fire is one of the nicest combos for doms on the new trials.

    I disagree with with not using creepers, since they will help grab aggro, immobilize mobs, and help to stack Roots on reinforcements. This helps with the ease and efficiency of using AOE's , on the mobs. As long as they stay the normal lvl of lvl 54, then you have 30 secs to take out any adds and that shouldnt be hard when you hit lvl 50+3 and have a lvl tier3-4 ion judgement (that is still bugged btw so you do a LOT more dmg when you are buffed)

    I would like to see the a team of 24 Plant doms take on the BAF together one day .....

    I