Mr_Kingkillaha

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  1. Quote:
    Originally Posted by Local_Man View Post
    Take a look at my Ill/Rad guide, linked in my sig. It has a strategy section about Choosing Your Anchor.

    Electric is a low damage controller, but it certainly lets you be in melee. However, you really don't feel the full benefit of Choking Cloud until fairly late in the build, so at level 10, you really don't know how good it can be. Electric/Time should be a good combo for Draining/Debuffing/Slowing/Sleeping/Confusing.

    Ice/Time might also be a good combo with both toggles coming early, but again with low damage and tough on endurance.
    I'm thinking once I get some intense recharge numbers going I won't be bothered by losing my anchors. Maybe. Having a tohit debuff toggle around myself is appealing though.

    I might make fire/time and see which one lasts longer.
  2. I made elec/rad. It's only lvl10 or so but I'm starting to think elec/time might be better. Everyone kills the anchors first. Every time.
  3. I made a new character on VIP. I plan to have at least 1 on each server eventually, but it seems like VIP is a good place to start expanding.

    Its.... different there. Its too early to decide, but Im guessing Liberty isnt going to be overrun with F2Pers like some of the othe servers will, and VIP is going to soak up the most obnoxious of the paid accounts. Yeah, Ill stay on liberty
  4. Quote:
    Originally Posted by Rigel_Kent View Post
    I know nobody's asked for this, but it'd be thematic:

    Add defense debuff resistance to regen. Those bullet wounds healed up instantly, right?

    Probably oughtta add some defense before you add ddr.
  5. I just picked up the veteran reward self res so I can respec out of revive. It's pretty sad when a vet power available to everyone* is better than a high tier power in my secondary set.



    *or just using the equivalent insps
  6. Mr_Kingkillaha

    Cebr

    Quote:
    Originally Posted by joebartender View Post
    This seems to argue otherwise: http://boards.cityofheroes.com/showp...&postcount=150

    I will be the 1st to admit that we don't have all the facts but if your not triggering MARTy on the 1st two runs in CEBR it's not like your going to start killing more mobs per run at any point.
    I am more concerned that at higher levels you get more xp per kill. My understanding so far is that marty looks at an xp/min sort of thing, though I dont know if the limit scales with level or not.
    Assuming Doc didnt get permabanned already, I guess we might hear about it tomorrow
  7. Mr_Kingkillaha

    Cebr

    Quote:
    Originally Posted by TopDoc View Post
    CEBR is not an exploit. If this was an exploit, the mods would have removed it long ago.

    MARTy has no effect on it. I actually tested it. First mission got me up to level 9.5, second one (with spin and Hasten) to 13.5. So apparently going from 1 to 50 in around 5.5 hours is a reasonable rate for MARTy. Inf looked good, capped 1500 tickets each time, and there was no indication that I was defeating mobs without getting rewarded. I never even died, which is surprising since I only had enough Inf to buy a few Lucks before starting the first mission.

    I expect to have a new level 50 Brute on Exalted tonight. Unless of course MARTy is more forgiving at lower levels. Then again the extra speed from the Increase Attack Rate Empowerment buff or the cheap Global Recharge PvPs and Purples I recommended in the original post may also make a difference. I suspect a few people will be trying it out later today. See you in the Atlas AE. It'll be a refreshing change from Mercy.
    I would assume Marty will have more effect at higher levels due to the xp numbers being larger in scale. As long as I can pl to 22 I'm happy.
  8. Quote:
    Originally Posted by Electric-Knight View Post
    Oh... Stone Armor because of Granite Armor.
    I forgot this. I am amazed at how many people are willing to play a Devouring Earth character, regardless of how survivable the set may be.
  9. Quote:
    Originally Posted by Dr Harmony View Post
    I think that the Fire and Ice melee/manipulation sets that use swords for some attacks are absolutely crying out for alternate animations, so that the sets can be all-sword or no-sword as the user wishes.
    Oh heck yes. Add any set with stone hammers to that list also.
  10. For example, this "build" can survive a 0x6 ambush (my computer now overheats and crashes if I go higher) as long as I can maintain 3 purples. Cant kill anything, but thats not the point. This isnt even a playable build, it was an XP mule that I havent decided to delete or fix yet. If your build has the same/better survivability with some attacks that are slotted properly, you can fire farm with insps.

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  11. Quote:
    Originally Posted by Scorcharina View Post
    For the most part I play content with her and that is my main intention. While I can't herd entire rooms of Longbow and survive, I play with good support (my hubby) and have fun with it. I wasn't looking to make her a farm toon, but more curious if I would face plant immediately upon entering a fire farm map. I have no problem carrying a couple purples to make up for my shortcomings.
    I run ambush farms with a brute on 0% set bonus defense and get by with purples. Even turning the difficulty down to what you can handle (I would bet you could easily run 0x8 on a tank with capped fire resist) is still more efficient than not farming at all. People on these forums sometimes act like if you aren't running +4x8 then you aren't going to gain anything. I assure you that even on 0x4 you can powerlevel and gain inf at speeds that make everything else you've ever done in this game seem retarded slow.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    Quote:
    Originally Posted by Memphis Bill
    You... can't.
    Oh I dunno about that.
    You made an impossible to solo character for sure, but I dont see it being useful on a team.
  13. Best being whatever your opinion of that is. I've had a difficult time making a controller that I like, but my new plant/psi dom is so awesome that I want to try controllers again. I do like playing support, but I'm really a scrapper at heart (I even play blasters in melee range). Based on this loose description what powers would you recommend? Will be teaming and solo.
    I would prefer to avoid plant/ since I already have it on my dom.
  14. Quote:
    Originally Posted by B_Nix View Post
    The six slotted with luck of the gambler is a wast of slots, you can take 3 out of anything you have slotted with 6, (put 2 in weave so you get 3 for the hp bonus). -------|
    This
  15. My plant/psi/fire is pretty awesome, and relatively cheap.
    I did focus on tip missions for a few days (with a few other characters too) to get 5 LotG, but the permadom is certainly worth the effort.
  16. Emp/elec defender with all attacks slotted for end drain.

    I have one and it cant solo anything. Okay, its not that great on a team either. I was just curious what it would be like.
  17. Quote:
    Originally Posted by ultrawatt View Post
    Not true, consume is currently bugged and doesnt offer any of the resist it is supposed to. Its really starting to piss me off that this hasnt been fixed
    It works, but it only protects you from end drain not -rec.

    I just tested to make sure, and a malta sapper was unable to drain any of my endurance over 2 minutes. My recovery rate hit 0 a couple times though.
  18. Quote:
    Originally Posted by Valorin View Post
    /Fire - Not as endurance heavy as /Dark and more offensively oriented. More squishy though and definitely more vulnerable to endurance drain/fear.
    My consume gives me 99% resist to endurance for 2 minutes.
    For a brute that is never supposed to stop smashing it is very useful against carnies/arachnos/malta/freaks.
  19. Mr_Kingkillaha

    WP/Axe feedback

    Quote:
    Originally Posted by New Dawn View Post
    I can't argue what you will need as I would expect anyone to get through the content with an SO build. I can't state that any build is something people should have or hurry to get.

    You can take everything as a pinch of salt and go with your head, gut, heart or whatever, or even do what I do, never see anything as a must. Take the bits you like, discard the bits you don't.
    Indeed. As long as Im having a good time my build doesnt need to be perfect in every way.

    Quote:
    Originally Posted by New Dawn View Post
    Edit: I could be wrong but if you set Accolades on on both builds then made sure that RTTC scales the same then the difference in regen is less for that S/L def
    Oh yep, I didnt realize those turned off after you took the build and gave it back. Im still sort of a mids noob.
  20. Mr_Kingkillaha

    WP/Axe feedback

    Quote:
    Originally Posted by Finduilas View Post
    Hmm, you started asking about the damage potential on this build, and IMO the latest build goes very much in the wrong direction in that regard. Not only do you have fewer damaging attacks but the ones you have underslotted for damage.
    The second build I posted is what Im currently running, and working on fixing. I just posted that for reference on my "is capped resistance enough" question. Im planning to see what I can mix and match between my OP and the one New Dawn posted, but school just started up so I havent had time to mess with it yet.
    Quote:
    Originally Posted by Finduilas
    Is there a particular reason you chose the Earth Mastery pool? If you want damage, then Pyre Mastery or Soul Mastery on red side would be much better choices. Though honestly, if this were my build I'd drop all but say, one of the epic attacks and get more Axe attacks and Build Up. My Ice/Axe tank has everything in BA except Chop.
    For concept mostly. This character was supposed to be stone/*, but when I found out the top shield turns into devouring earth I had to delete her and start with something else. Im not 100% attached to earth at this point, but I do like that the sleep lets me maintain more foes while duo and I love the way stalagmites look.
    Quote:
    Originally Posted by Finduilas

    Regarding the defense vs resistance question, what you really want to aim for if possible is layered damage mitigation. And since S/L is so predominant in the game having S/L both defense and resistance will make you *much* more survivable than one or the other alone. I think there's absolutely no question that adding S/L defense to WP will make your tanker much more survivable, but it doesn't have to be (and shouldn't, IMO) at the expense of damage capability.
    I agree with that, Im just curious how much regen (the first build I posted hits 166 hp/sec) could add to survivability. I know that regen isnt the most popular survivability technique, but combined with capped resist (and capped def if I can do it) should be extra awesome.
    Quote:
    Originally Posted by Finduilas

    Here's an alternative build that takes more Axe attacks and slots them fully for damage. I also slotted to soft-cap S/L defense, and S/L resistance is a little higher as well. Regen is also a little higher. I dropped the Earth Mastery pool for Gloom from Soul Mastery since it'll take a Siphon Insight set, but there are other ways to get more S/L defense if you need it. I wasn't sure about your budget, so I left the defense powers with common IOs, but LotG are always nice there if you can afford them. The Kinetic Combats in the build are quite expensive, but worth it, IMO, and available with Hero merits.
    Im actually working on getting just enough damage to at least solo some tip missions efficiently to help build some other characters
    LotG/KinC are affordable to me with a bit of time, I just prefer to avoid purp/pvp/hamis if at all possible.
  21. My elec/fire brute on SO does decent in fire ambush. With less recharge, having more aoe attacks is awesome even if they arent necessarily the best attacks.

    Edit*
    I guess I should clarify, my laptop can only handle 0x6 on an ambush and that is what I run with this char. I don't know how much higher it could do. Most people might not call that decent for powerleveling. I get to 22 in a couple hours, so I'm happy with it.
  22. Quote:
    Originally Posted by MisterD View Post
    So..the OP was too long and you did not read it..then you go and post something that is like 4 times as long? 5 lines is too long for you? Think you need some more schooling. Maybe you should have put...'ts;cr' instead. (translate as too stupid, cant read)
    It looks like he was posting the tldr version of his own post up top so we can skip the rest if we want.


    My plant/psi doesn't have much defense because the rech for permadom makes drain psyche come back near perma. Capped regen/recovery? Yes please
  23. Mr_Kingkillaha

    WP/Axe feedback

    Quote:
    Originally Posted by New Dawn View Post
    I did an alternative build that I thought up taking your power choices into priority. You might consider parts of it, or all of it, it's upto you:
    Looking at your build I noticed that I had wasted quite a few slots chasing +regen.
    In reference to what LSK said also, I noticed your version dropped ~30hp/sec to softcap S/L. How helpful is the SL softcap when I also have the ability to cap SL resists anytime it gets dangerous? More useful than the extra regen? I wish I could afford to try them both out. Below is my current in game build, which has similar res/def to the build I posted first. As crappy as it looks in every other aspect, it is indestructible vs anything on 1x8 and I only use strength of will occasionally for the +end.
    I know that defense is king in this game, I guess Im just wondering at what point resistance compensates for defense enough to focus on something else.




  24. Mr_Kingkillaha

    WP/Axe feedback

    I feel pretty comfortable with the survivability on this build, but Im curious what people think of its damage potential. Im not looking for tons of damage, just enough to consider myself as more than a punching bag for enemies.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rosalind: Level 50 Science Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Battle Axe
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Mind Over Body
    • (A) Aegis - Resistance
    • (3) Aegis - Endurance/Recharge
    • (7) Aegis - Resistance/Endurance/Recharge
    • (45) Aegis - Resistance/Recharge
    • (50) Aegis - Resistance/Endurance
    Level 1: Beheader
    • (A) Crushing Impact - Accuracy/Damage
    • (7) Crushing Impact - Damage/Endurance
    • (23) Crushing Impact - Damage/Recharge
    • (25) Crushing Impact - Accuracy/Damage/Recharge
    • (33) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 2: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (3) Numina's Convalescence - Heal/Endurance
    • (37) Numina's Convalescence - +Regeneration/+Recovery
    • (45) Numina's Convalescence - Heal/Recharge
    Level 4: High Pain Tolerance
    • (A) Miracle - Heal
    • (5) Miracle - Heal/Endurance
    • (5) Miracle - Heal/Recharge
    • (21) Miracle - Heal/Endurance/Recharge
    • (21) Miracle - +Recovery
    Level 6: Indomitable Will
    • (A) Kismet - Accuracy +6%
    Level 8: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (9) Numina's Convalescence - Endurance/Recharge
    • (9) Numina's Convalescence - Heal/Endurance
    • (17) Miracle - Heal
    • (17) Miracle - Heal/Endurance
    • (46) Miracle - Heal/Recharge
    Level 10: Taunt
    • (A) Perfect Zinger - Taunt/Recharge
    • (11) Perfect Zinger - Taunt/Recharge/Range
    • (11) Perfect Zinger - Accuracy/Recharge
    • (37) Perfect Zinger - Taunt
    Level 12: Quick Recovery
    • (A) Efficacy Adaptor - EndMod
    • (13) Efficacy Adaptor - EndMod/Recharge
    • (15) Efficacy Adaptor - EndMod/Accuracy
    • (46) Efficacy Adaptor - EndMod/Endurance
    Level 14: Super Jump
    • (A) Endurance Reduction IO
    Level 16: Kick
    • (A) Accuracy IO
    Level 18: Heightened Senses
    • (A) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Defense/Recharge
    • (40) Luck of the Gambler - Recharge Speed
    Level 20: Chop
    • (A) Crushing Impact - Accuracy/Damage
    • (23) Crushing Impact - Damage/Endurance
    • (25) Crushing Impact - Damage/Recharge
    • (33) Crushing Impact - Accuracy/Damage/Endurance
    • (33) Crushing Impact - Accuracy/Damage/Recharge
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (34) Steadfast Protection - Resistance/Endurance
    • (36) Resist Damage IO
    Level 24: Weave
    • (A) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense/Recharge
    Level 26: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 28: Whirling Axe
    • (A) Eradication - Damage
    • (29) Eradication - Accuracy/Recharge
    • (29) Eradication - Damage/Recharge
    • (31) Eradication - Accuracy/Damage/Recharge
    • (31) Eradication - Accuracy/Damage/Endurance/Recharge
    • (31) Eradication - Chance for Energy Damage
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Strength of Will
    • (A) Reactive Armor - Resistance/Endurance
    • (34) Reactive Armor - Resistance
    • (34) Reactive Armor - Resistance/Recharge
    Level 35: Cleave
    • (A) Eradication - Damage
    • (39) Eradication - Accuracy/Recharge
    • (40) Eradication - Damage/Recharge
    • (40) Eradication - Accuracy/Damage/Recharge
    • (43) Eradication - Accuracy/Damage/Endurance/Recharge
    • (43) Eradication - Chance for Energy Damage
    Level 38: Pendulum
    • (A) Eradication - Damage
    • (39) Eradication - Accuracy/Recharge
    • (39) Eradication - Damage/Recharge
    • (42) Eradication - Accuracy/Damage/Recharge
    • (42) Eradication - Accuracy/Damage/Endurance/Recharge
    • (42) Eradication - Chance for Energy Damage
    Level 41: Salt Crystals
    • (A) Accuracy IO
    Level 44: Quick Sand
    • (A) Slow IO
    Level 47: Stalagmites
    • (A) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Partial Radial Revamp
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Gauntlet
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Regenerative Tissue - +Regeneration
    • (15) Regenerative Tissue - Heal/Endurance
    • (43) Regenerative Tissue - Heal/Recharge
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (13) Performance Shifter - EndMod
    • (46) Performance Shifter - EndMod/Recharge
    Level 4: Ninja Run



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  25. I cant set a definite list, except generalized groupings.

    1. scrapper/brute/dom/stalker/SoA/tank
    2. defender/blaster/corr/MM
    3. WS
    4. controller

    I tend to play in melee range with all ATs whether they were designed for it or not. Putting kelds and controllers at 3 & 4 is sort of misleading, I hate them much more than that.


    Edit*
    I decided to tally up my characters to see what that shows:
    1. Scrappers- 7
    2. Brutes- 6
    3. Dom/Def/Corr- 3 each
    4. Tank/Stalk/SoA/Blast/MM- 2 each
    5. WS- 1
    14. Cont- 0

    I view SoA/stalkers as being scraps/brutes with a couple special abilities, so really in my mind those should be included in the top 2. I play them almost the same.
    1 of my doms is now my most powerful/awesome character, but it doesnt make me want more of them because of all the effort required to get her there.
    The Def/corr/blast/mm/tanks I really love on teams, just dont like them as much solo.
    My WS hasnt been deleted because I keep thinking with all those power options I should be able to make something out of him.
    Ive deleted every controller Ive made, the last being 50+alpha. Im thinking with the new aoe buffs I might be able to make a controller now, but Ill wait till i21 to try.