Max_zero

Rookie
  • Posts

    158
  • Joined

  1. What kills it for me is that its on the console as well.

    Everytime I have bought a game that was also available on console I always end up disappointed. While the games are fun they do lack depth.
  2. Max_zero

    Soloing AV/GM's

    Quote:
    Originally Posted by Barneym View Post
    Please feal free to provide feedback or use as needed.

    Works for Pylons and has been proven to work on some AVs and Heroes.

    Only a 9 month vet so not a great deal of experience
    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Radiation Emission
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13), Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Radiation Emission
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(33)
    Level 4: Howl -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg(48)
    Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(19)
    Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(25)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(17)
    Level 12: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
    Level 14: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(43)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(21), Stpfy-KB%(34), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(42), Stpfy-Acc/Stun/Rchg(42)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(21), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(42), RedFtn-Def/EndRdx/Rchg(50)
    Level 22: Swift -- Flight-I(A)
    Level 24: Health -- Heal-I(A)
    Level 26: Stamina -- EndMod-I(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod(39)
    Level 28: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(39), TmpRdns-Acc/EndRdx(40), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(48)
    Level 30: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(31)
    Level 32: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
    Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(43), Stpfy-KB%(43), Stpfy-Acc/Stun/Rchg(48)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    Level 41: EM Pulse -- G'Wdw-Acc/Rchg(A)
    Level 44: Dreadful Wail -- Stpfy-Acc/Rchg(A), Stpfy-KB%(45), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50)
    Level 47: Charged Armor -- TtmC'tng-ResDam/EndRdx(A)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge

    I took out all your lotgs and Knockback Zephyrs saving you probably over a billion in inf. Most of the sets (Stupefy) I have put in are also dirt cheap, so it's a fairly easy build to make.

    In addition it:

    Uses less End
    Generates more End
    Has 15% more Global recharge (so your Shriek/Scream rotation will now work fine)
    Still softcapped against ranged
    Hasten is 10 seconds off perma

    You can squeeze the lotgs in if you want to try and get perma Hasten.
  3. Quote:
    Originally Posted by _Deth_ View Post
    ummm, that is insane. Not saying it's bad, but serious overkill. And just absurdly expensive for the sake of it. would be nice to have more bonus damage too.
    Insane.

    Thats exactly the type of response I was aiming for lol!

    To be honest it wasn't an easy build to make. Took quite a while to get perma Hasten while staying softcapped. A lot of messing around with set bonuses.
  4. Brute God eh?

    Fire Melee/Shield + 7-8 billion inf =

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Imba: Level 50 Magic Brute
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(15)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(5)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A)
    Level 6: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(7), Amaze-Acc/Stun/Rchg(7), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17)
    Level 8: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(25)
    Level 10: Active Defense -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(19), Aegis-ResDam(19), Aegis-ResDam/Rchg(27), Aegis-ResDam/EndRdx/Rchg(29)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(25), Zephyr-Travel(29), LkGmblr-Rchg+(46)
    Level 20: Phalanx Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def(21), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(23), RedFtn-EndRdx(23), LkGmblr-Rchg+(27)
    Level 22: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(33), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(39)
    Level 24: Health -- Mrcl-Rcvry+(A)
    Level 26: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Rchg(34), P'Shift-End%(39), P'Shift-EndMod(46), P'Shift-EndMod/Acc/Rchg(48)
    Level 30: Grant Cover -- LkGmblr-Rchg+(A)
    Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/Rchg(34), Hectmb-Dmg/EndRdx(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(50)
    Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(43), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
    Level 49: Super Jump -- Jump-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury

    What does 8 billion inf get you?

    Softcapped Def for AoE, Melee and Ranged
    TRUE perma Hasten
    3.05 End recovery (you will need it)
    Decent Resists
    107.5% global recharge (177.5% with Hasten)

    Greater Fire Sword with a 3 second CD, Fire Sword Circle with a 5 second CD and Shield Charge every 24 seconds.

    All you need is lots of set bonuses, 5 purple SETS and 5 Lotgs. Easy. Amazingly not a single set bonus wasted due to 'rule of 5'.

    Would be very few people who could afford to make a build like this.
  5. Quote:
    Originally Posted by _dEOS_ View Post
    I'll give my opinion by first pointing to BaB's twitter where he posted a link to a good article:
    BaB's twitter:
    http://twitter.com/CoHBABs



    => http://news.mmosite.com/content/2009...34657392.shtml

    To specifically talk about AE:


    The first and last sentence are really what I am thinking.
    1. There is no reason to go anywhere else than AE in Atlas Park if you intend to "level","ticket farm"
    2. This is detrimental to the rest of the game

    As a powergamer (with an excellent SG) trapped in a casual player time schedule , I still like to do some pickup teams and pickup TFs sometimes when I feel like it. This is particularly true for some of my characters who are basically totally a chore to solo with like my sonic/sonic or TA/A defenders

    That said, I am also taking my part in the farming that goes on. It's ridiculous. I leveled from 6 to 20 in a single farm (sk-ed to 46 fighting 51s). It's like everyone has access to the former PI farms 100% of the time. How are players supposed to get out of that mindset? Especially as it gives XP AND TICKETS (and consequently loot).

    There are still some cool people around that are ready to take part in mission teams though (even ones with no vet badges).
    How is Pl'ing and farming detrimental to the game? Pl'ing and farming have been in the game since the very beginning.

    I mean you even said yourself:

    Quote:
    It's like everyone has access to the former PI farms 100% of the time.
    So the Pl's are already in the game Pre-MA it's just that now you go form a team in Atlas instead of PI? Whats the difference?
  6. To be honest I read this thread just to see Hydrophidian's constant exposing and debunking of flawed concepts and reasoning.

    Hardly anyone replies to him because he is 100% right. The Anti-MA are not 'protecting the game' like they pretend to they are just out to protect their own playstyle at the expense of everyone else.
  7. Quote:
    Originally Posted by Shadow_Wail View Post
    As soon as I see a level 50 without the three month vet badge I ask for the star and I kick them out off the team.

    I hold a vey stong policy on AE PL'd toons on my teams, that policy is that if they like to gains levels fast they can go with their own kind and stay in that ugly building (and not figurative...that building is physically ugly)
    Quality way to treat new people.

    MA brings in a new player and the 'vets' drive them out.
  8. Not only is the -recharge proc killer in the servant (due to all the AoE -hit powers) but so is the proc from Clouded Senses.

    Be prepared to pay though.

    In addition, Accuracy really isn't all that useful. The Dark Servant only has three attacks that roll to hit. The AoE has a 15 sec CD and the two single targets (hold and heal) are 10 and 16. So he really does not spam them. The main use of Servant is Chill of the Night and Darkest Night. But I usually find some room for Acc so that the Heal, Hold and Immo are not completely wasted.

    Anyway my current slotting:

    DWD: -recharge proc
    DWD: -hit/recharge
    DS: -hit/recharge
    SI: Accuracy/recharge
    SI: -hit/Accuracy

    Gives 79% recharge, 47% -hit and 56% Accuracy.

    I have 51% global recharge +Hasten so I don't have any problems getting perma servant.

    If I had the slot to 6 slot Servant I would stick the neg damage proc in the extra slot.
  9. Quote:
    Originally Posted by Another_Fan View Post
    Just remember your pets attack has to cycle fast enough to get the benefit of the proc.
    Or the power summons multiple pets (Imps, MMs, etc) since the pets can proc it separately.
  10. Max_zero

    DXP Price Spike

    Its a great time for lowbie alts though. Just run you <10 through 1 or 2 MA missions and use the tickets to buy common 41-50 arcane salvage (Fortunes, etc) at just 8 tickets a piece.

    Be a millionaire several times over by level 10.
  11. Quote:
    Originally Posted by VictoriaHunt_EU View Post
    Like You and me sayed, these stuff is depending players own view points.

    How ever, this and many other threads about AE problems, would not even exists if there would not be something wrong. You are powerleveler and farmer, so you view point isn't surprise. I'm just sad that so many player looks they own needs and doesn't think what's good for the game in long run. Because CoX is becoming joke, farmers and powerlevelers paradise. I use to recommend CoX in other forums as good game, I don't do it anymore.
    Thats where your wrong. These problems have ALWAYS existed. MA didn't invent PL and farming. CoX has ALWAYS been a farmers and PL'ers paradise.

    What's good for the game is more content. Whats good for the players is more choice.

    If players CHOOSE to play a single type of content it's not the games fault.
  12. Quote:
    Originally Posted by VictoriaHunt_EU View Post
    Negative:

    1. Allows extreme fast powerleveling, what can cause faster burn out of players (bored).
    2. Spoils the new players, as they can be invited to these PL farm AE missions.
    3. Lower the achievements of this game, like value of lvl 50 characters.
    4. Alot of farming as doing same missions over and over, what could mean bored players.
    5. Players who don't do AE missions for farm or PLing, has alot harder time to find normal teams.
    Burnout can happen with any aspect of the game. I burnt out on door missions since I play offpeak and have limited access to TFs. I quit the game for a year over it (boredom). MA content has been a godsend for me and i'm enjoying my CoH time much more then I did the last time.

    The fact is no one is forcing you the PL or farm. If you do get burnt out its because you CHOOSE to play to the extreme and you simply choose MA to what you burnt out on.

    That it makes it harder for non MA players to find groups is kinda irrelevant. Whenever new content comes out it because harder to find groups for other content simply due to the fact there is more content thus people are spread out more. Should we stop introducing new content? Who's to say if they weren't doing MA they would be some other activity you don't approve of?
  13. Max_zero

    10% resist IOs

    Quote:
    Originally Posted by Jibikao View Post
    Oh, pets actually do get psi resistance? Wow, awesome.


    This makes Thug look even better because of Gang War. T_T
    The good thing is the 2 +resist IOs are fairly cheap, about 1 mil each (at higher levels).

    Its the +Def uniques that cost (about ~10 mil for Edict and ~20-30 mil Call to Arms).
  14. Max_zero

    10% resist IOs

    The IO text is wrong. Both the Pet IO +resists effect all resists now.

    Made no sense for it not to protect against Psi anyway.
  15. Why can't farming maps be incorporated into MA?

    You could select a map option to designate a map a farm map. Any farm map that does not select this option gets banned.

    A map designated farm has the following restrictions:

    Can choose from only standard enemies (no custom enemy groups).

    Cannot include the escort, rescue, Ally mission objectives.

    Must have 'Kill all Enemies' mission objective.

    Can set mob spawn size and amount (roughly).

    Ticket/XP penalty or bonus depending on enemy group selected (eg - for Freaks, + for Malta).

    This way you could make farms but be unable to get any outside buffs (no custom allies), can't fight nothing but Lts or Bosses and get penalised for picking a weak enemy group. Finally no ticket mission complete bonus until you clear the whole map.

    Basically maps with you (or a group) versus a truckload of enemy.

    What would be wrong with this? Its your basic "Kill All" mission (which apparently everyone hates in story arcs) except a whole lot more killing.
  16. Quote:
    Originally Posted by RemianenI View Post
    How many 'challenge' type arcs have been created? I counted 17 but I know I missed some. The ability to make "challenging" missions is there. Why advocate removing it or completely gutting it so it no longer serves the purpose for which it was made, just because you don't like the missions others are making? That's all this amounts to is sour grapes. "You should use the system the way I use the system". A map full of Freakshow is challenging for many people. So is a map full of bosses. A map full of LTs is challenging for people who can't tackle a map of bosses but a map of minions is too easy. Who gets to determine what the challenge level is? You or the individual subscriber? Would a map full of AVs be challenging for your level 50 scrapper?
    Thats the heart of it.

    Who decides when a mission is 'too farmy'?

    "You should use the system the way I use the system" This quote should be given to the Devs because its clear that they expect people to make arcs like the way they made arcs.

    I can understand missions being banned for having buffing allies, weak custom mobs, etc. What I can't understand is that maps are being banned for simply having a large number of mobs.

    Whats so bad about making maps with a huge number of standard enemy mobs?

    There is a lack of content between Door missions/Story Arcs and TFs, especially for someone like me who plays at US offpeak times where there isn't a lot of people around.

    For me, i16 can't come soon enough. MA content filled a challenge gap for me that is quickly being taken away.
  17. The MM pet purple set isn't the be all end all set it the way the purple set is for Corrupters or Doms. Its main use is for filling in the 'gaps' on a hard to slot pet. Enforcers and Protector Bots, for example, often have a lot of competition for slots so an extra strong IO can help a lot.

    The unique is pretty decent too but due to short buff duration is better to use in lower level pets since 3 pets gives it a lot more chances to proc (pet pet has a seperate chance to proc). Its good for Thugs since they have some really strong attempts in their T1 pets.
  18. Well there is no really almost about it.

    Thugs auras scale with level, don't need to be recast and apply twice to each pet.

    With 2 50 Def IOs each Enforcer gives 12.5% at 50. So thats 25% +Def all. Throw in the 2 uniques and your at 35% +Def all.

    No other primary gets close to that. With Leadership, Storm or Dark can softcap pet +Def which is huge.

    20% resist all gives helps a lot resistance wise too.

  19. Its a great power. Its gives the pet its cast on an aura that does a choking effect on enemies, plus -resist, -damage and some other stuff.

    The downside is the aura lasts a short time, like 20 seconds or something, so with a 5 minute recharge you won't have it up a lot.

  20. Just one thing about your your Damage proc guide Natsuki.

    Pets have a variation on what powers will trigger a damage proc. The attack a pet uses has to the property which the proc is based on e.g.

    Thugs tiers 1 pets have 2 attacks with KB and 1 without. Only the the 2 attacks with KB can trigger a KB Proc (Explosive Strike for example). One of the tier one pets, the Arsonist, has no knock back attacks and never triggers a proc.
  21. Blood Mandate Acc/Dam/End
    Blood Mandate Acc/Dam
    Blood Mandate Dam/End
    Sov Right Dam/End
    Explosive Strike Proc

    49 Acc
    95 Damage
    73 End

    5 Slots, won't break the bank. Never use a single stat IO if you can avoid it. 2 x Dam/Acc is better then 1 x Acc and 1 x Dam.
  22. Ahh but 50% resist PLUS Def softcap. Only doable with /Traps or FF though.

    As for Lethal resistance its not really that bad. Overall its only 5% less damage then energy according to the stats I saw in another post.

    For every Malta Titan there is a Malta Sapper by an large.

  23. If you are constantly fighting, yes he will have issues.
  24. Mercs have good attacks. The problem is they have ridiculous CDs on them.

    Flash Bangs and Tear Gas are great but, 2min/3min CDs is stupid.

    Full Auto and LRM are awesome too but again, 1min/4min(!) just kills them.

    LRM should be 1 min CD. Full Auto 30 seconds. Flash Bangs should be 30 secs and Tear Gas 1 min.

    Just one thing on on AOE cones. Thugs cones are 25, 30, 30, 35. Mercs need some love here too.
  25. [ QUOTE ]
    [ QUOTE ]

    Thugs were a top set before, now they are better then ever. Basically all the problems the set had have been reduced or eliminated.

    [/ QUOTE ]

    That whole "2/3rds Lethal" thing isn't going anywhere anytime soon, though.

    [/ QUOTE ]

    Lethal is an issue but with Enforcers keeping -Res proc up pretty much permanently its much less so.

    I manged to pick up the 2nd pet +res aura today for 10 mil just need the 2nd pet +def (does not seem to exist on the BM).

    You really notice the difference. 50% Lethal and Smashing resist on the Bruiser is nice. 30% to cold and Fire is nice as well.