Mr_Kingkillaha

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  1. Quote:
    Originally Posted by SlackTech View Post
    Hey, Z, quick question to you (and due to the public nature of this medium, everyone else) - why isn't Willpower listed as a complimentary set?

    I am genuinely curious, as that's what I've teamed SF with on my Stalker, but am only level 7 so although I've thoroughly enjoyed it, and haven't come close to death, still don't have a very clear idea how well it will perform in terms of survivability or damage output once I get to 50 and slot him with IOs (not the super expensive ones - just run of the mill IOs).

    And before the influx of 'why didn't you go with Ice?', it may sound petty, but I hate the look of the set. I'm not a min/maxer, even though the above question suggests I am. If I can't stand looking at a set, I don't see how I could play the character for 50 levels
    I think staff goes great with wp. My s/wp scrapper is 21 now and it seems pretty and strong or something like that. The +melee def fills a big gap for wp.
  2. You can only have 5 of the same set bonus, and 5 LotG + recharge procs (Click View active sets to see if anything is over). Still your hasten is only 9 seconds off perma, less if you go with the spiritual alpha slot (get the spiritual alpha, seriously). I moved some things around for a little defense so you are 2 purple insps from the softcap to s/l, and dropped grant invis because it was the 6th LotG. I grabbed char because I like to hold annoying mobs, but you could pick up anything else instead.
    That is my $.02


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    Something to note: instant healing is up 50% of the time, and when dull pain is on you would heal at 156 hp/sec. In the 90 seconds that instant healing is down with moment of glory, reconstruction, and dull pain, regen is actually not as bad as some people might think.
  3. For /regen you need moar recharge, as close to perma hasten as possible. More defense is helpful, but you can get defense from inspirations. Regen relies on clickies to live, and if the clickies arent recharged then you die.

    The regenerative tissue proc should go in an auto power like health or fast healing, not reconstruction.
    Slotting moment of glory for more defense doesnt help, you should slot that for recharge.
    Some of your attacks are way overslotted for damage, and some are way underslotted for other things. Look at the enhancement values and you can see that 40% of your damage is capped off.

    I think you should at the very least adjust the slotting on your attacks, then see where you get to.
  4. Is there anyone here that:

    a. Thinks blasters are not broken
    b. Does not fix the gaping holes in blaster functionality with IOs

    and meets both conditions at the same time? I haven't read all of the threads about blasters sucking, just curious. In my experience a scrapper with no IOs at all has comparable performance to a blaster filled with (non-purple/pvp) IOs. I guess I could be a "12 year old" idiot noob, or maybe my blasters were manufactured in Suck Town and I didnt have 20 billion influence to fix them.
  5. The build link is broke, you should post the data chunk.
  6. Quote:
    Originally Posted by Aneko View Post
    I hope someone shows up who was serious about Carp Melee.
    Every time you make jokes like this I cry a little, and then go fishing. I can't even play CoH knowing people like you might be on my team.
  7. Quote:
    Originally Posted by Xolander View Post
    Thanks KingKillaha I appreciate the time you took to help me work through the possibilities.

    The knockback proc is mainly out of habit I guess but your right it really isn't needed. The Status proc I may try to work back in as Domination's effect is to status protection and not resistance. I know most of the time I won't have statuses but when I do I want them gone as soon as possible and if it doesn't hurt the rest of the build why not.

    I am very wary of relying on a proc (ForceFeedback +Recharge) to sustain my perma especially in slow cast skill like Psi tornado. A skill I use but certainly don't want to spam in order to keep my Perma going. I know creepers loves the procs but I was pondering moving Force feedback into that skill. It offers a lot more "to hit" chances for the proc to fire off and would be perma even without the proc being activated, so the vines will always looking for enemies to hit. I still have to verify if the +Recharge proc will still trigger each time the vines attack. If not obviously this idea would be useless. I do like the idea of the damage procs in creepers and for whatever reason wasnt really paying attention to the fact that the Dom ATO doesn't enhance damage at all...whoops!

    This leaves me with a problem of where to put the ATO. Your build threw it in Roots....a skill I only reluctantly took in the first place. I am one of those that really doesn't like immobilize. It's like the unwanted step-child of statuses. It doesn't stop attacks and the same effect it has is also a part of hold, sleep and fear (for the most part). Plus once AoE immobilize is applied your only giving the enemy one choice, attack. Thus not really mitigating enemy attacks like the other statuses do. AoE immobilizers are also crap for damage even when enhanced. The catch is that from research and now some experience they become really good AoE damage skills if damage enhanced and if their recharge time is very small. Obviously this occurs in a perma build. TY forum posters for that insight.

    So anyway back to the point, the ATO. I want damage for creepers now that I realize the ATO doesn't help there so that's out. Roots cant take it because then it becomes a wasted skill slot IMO. The only two other choices are Seeds of Confusion and Spore Burst. Sleep is just silly and useless in a team environment, too much AoE getting thrown around so it looks like SoC it is . I may even just drop the ATO set and save it for another Dom toon in the future but we shall see.

    I will work on the build some more and see what I can come up with to include some of your excellent ideas. I'll try to have the revision up here soon.

    Thx again and see you on Liberty soon I'm sure.
    I put the ff proc in as icing, you should still have perma without it.
    The feedback proc in creepers will only roll on the initial casting, I put one in there once and was sorely dissapointed. I guess it gives the recharge bonus to the vines, but it doesn't do anything for them. I have the ATO in roots, and honestly I dont like roots that much either. I mostly use it after seeds of confusion to keep everyone from running away from each other. I think the single target hold is a popular place to put the proc, or you could put just the proc in impale. Seeds probably would be good too.
  8. Im not the best buildmaker around, but you can look at this and see if anything I did makes sense and incorporate it into your build.

    Removed Kismet proc, global accuracy bonus is high enough that it isn't necessary.
    Took out the knockback proc and the status effect resistance proc, with permadom you wont miss them at all and the psi resist is negligible.
    Switched slotting of roots and carrion creepers, creepers likes to be filled with damage procs, but the ATO proc would not be stackable in creepers.
    Moved some other various slots for things that didn't seem like they were getting much out of the ed cap, and put them on damaging powers.

    I did lower some defense numbers, but with carrion creepers and seeds of confusion you dont really "need" defense.
    Global recharge is up, with 16 seconds buffer on domination, 3 seconds on link minds, and 11 seconds on carrion creepers. Not really an improvement there, but I did help out some of the attacks with slots.

    I usually don't change any power choices when I look at someone else's build, but I would recommend dumping recall friend for stealth or maneuvers and another lotg, if you only use it to drag the flytrap around. If you use it more than that on teams then keep it, but the flytrap recharges in 73 seconds so you might as well re-summon instead of tp.
    Indomitable will, only useful until domination is up, could also be switched for stealth/maneuvers.
    Air superiority could be switched for impale, which is a ranged -fly. Take the slots from indomitable will (the recharge isnt necessary because you will only use this power after you die) and make impale a decent attack.

    Hope something on here looks useful to you:

    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tox Hasten: Level 50 Natural Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Thorny Assault
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Teleportation
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Strangler
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (3) Basilisk's Gaze - Accuracy/Recharge
    • (5) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 1: Thorny Darts
    • (A) Damage Increase IO
    Level 2: Skewer
    • (A) Crushing Impact - Accuracy/Damage
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (7) Crushing Impact - Accuracy/Damage/Endurance
    • (15) Crushing Impact - Damage/Recharge
    • (40) Crushing Impact - Damage/Endurance/Recharge
    Level 4: Fling Thorns
    • (A) Positron's Blast - Damage/Endurance
    • (7) Positron's Blast - Accuracy/Damage/Endurance
    • (9) Positron's Blast - Damage/Range
    • (9) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Chance of Damage(Energy)
    Level 6: Boxing
    • (A) Damage Increase IO
    Level 8: Fly
    • (A) Flight Speed IO
    Level 10: Seeds of Confusion
    • (A) Malaise's Illusions - Accuracy/Confused/Recharge
    • (11) Malaise's Illusions - Accuracy/Endurance
    • (11) Malaise's Illusions - Chance of Damage(Psionic)
    • (13) Malaise's Illusions - Accuracy/Recharge
    • (13) Malaise's Illusions - Endurance/Confused
    Level 12: Air Superiority
    • (A) Damage Increase IO
    Level 14: Afterburner
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Roots
    • (A) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
    • (17) Superior Ascendency of the Dominator - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
    • (23) Superior Ascendency of the Dominator - Endurance/Recharge
    • (33) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
    • (34) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
    • (43) Superior Ascendency of the Dominator - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
    Level 18: Vines
    • (A) Basilisk's Gaze - Endurance/Recharge/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (19) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (21) Basilisk's Gaze - Accuracy/Hold
    • (21) Lockdown - Accuracy/Endurance/Recharge/Hold
    Level 20: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (23) Impervium Armor - Resistance
    • (25) Impervium Armor - Resistance/Endurance
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense/Endurance
    • (33) Luck of the Gambler - Defense/Endurance/Recharge
    Level 24: Thorn Burst
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (25) Obliteration - Chance for Smashing Damage
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage
    Level 26: Carrion Creepers
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (27) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Accuracy/Damage/Endurance
    • (29) Positron's Blast - Chance of Damage(Energy)
    • (31) Impeded Swiftness - Chance of Damage(Smashing)
    Level 28: Recall Friend
    • (A) Endurance Reduction IO
    Level 30: Hasten
    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 32: Fly Trap
    • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
    • (36) Expedient Reinforcement - Accuracy/Damage
    • (36) Expedient Reinforcement - Damage/Endurance
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
    Level 35: Ripper
    • (A) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Damage
    • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (42) Obliteration - Accuracy/Recharge
    • (46) Obliteration - Damage/Recharge
    Level 38: Thorn Barrage
    • (A) Decimation - Damage/Recharge
    • (39) Decimation - Accuracy/Damage
    • (39) Decimation - Damage/Endurance
    • (43) Decimation - Accuracy/Endurance/Recharge
    • (46) Decimation - Accuracy/Damage/Recharge
    Level 41: Link Minds
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance/Recharge
    • (42) Luck of the Gambler - Defense/Recharge
    • (43) Luck of the Gambler - Endurance/Recharge
    Level 44: Mind Over Body
    • (A) Aegis - Resistance
    • (45) Aegis - Resistance/Endurance
    • (45) Aegis - Resistance/Endurance/Recharge
    • (45) Titanium Coating - Resistance
    • (46) Titanium Coating - Resistance/Endurance
    Level 47: Psionic Tornado
    • (A) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Accuracy/Damage/Endurance
    • (48) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Chance of Damage(Energy)
    • (50) Force Feedback - Chance for +Recharge
    Level 49: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    • (17) Numina's Convalescence - +Regeneration/+Recovery
    • (39) Numina's Convalescence - Heal
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (37) Performance Shifter - EndMod
    • (40) Performance Shifter - EndMod/Recharge
    Level 1: Brawl
    • (A) Empty
    Level 1: Domination
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run



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  9. Just thought I would throw my own little anecdote out here for people to consider...

    I have 3 particular characters that I have IO'd out for similar Inf costs, much much less than THBs GM soloing blaster, but they are pretty fun in my own mind.
    For a quick comparison, the highest defense numbers for each:
    Claw/regen/fire scrapper: AoE def 20.9, melee 19.9, ranged 17.4
    Plant/psi/fire dom: melee def 15.9, ranged 14
    Fire/fire/fire blaster: melee def 28.2, ranged 27.5

    None of them are softcapped, yet the scrap and dom can run missions at +4x8 fairly well with insps, the blaster struggles at +0x5. This may be because I don't play blasters correctly, I wont argue against that. I just don't see how a blaster's "high damage" can compete with the tools available to other ATs. Even regen, the black sheep of melee, does better.
    I imagine that the obvious response to this is to softcap my s/l, but that just seems awfully expensive when I could just roll some other AT and do better for less.

    Im not trying to make any point here other than blasters definitely suck when I am behind the controls, but Im thinking that if it would take me 20 billion inf on a blaster to do what costs <2 billion on a dom then something might be wrong. Maybe.
  10. Quote:
    Originally Posted by Zyphoid View Post
    Everyone keeps saying it is no big deal that stalkers and scrappers share crits. How would all you pro stalker folks feel about scrappers getting Energy Melee and Ninjitsu?
    I was under the impression that all sets would be ported eventually.

    Im still not getting this whole "give scrappers something unique" thing. Brutes are unique, but you would rather play a scrapper. Stalkers are unique, but you would rather play a scrapper. Every AT has something unique, but you would rather play a scrapper. Scrappers must already be something unique, or you wouldn't love them so much.
  11. So far I've been going for a second t3 lore instead of taking anything to t4 because I always pick the worst lore pet the first time. As far as i can tell none of the heal/buff pets actually heal or buff in a useful way, so at least when I go for t4 on everything the lore will be mostly there.
  12. I just can't imagine 4chan going on a crusade to get scrappers buffed. Nothing in this thread indicates that they are here, and the lack of gore and child porn is pretty strong evidence that this is not some 4chan conspiracy. Yeah people that play this game also post on 4chan, but more of them use Facebook so we should probably just rant about the Facebook crusaders.
  13. I dont understand this "scrappers suck now, fix scrappers" sort of thinking. If you think brutes and stalkers are better than scrappers, play them. You are not stuck playing the one AT that you hate. I prefer scrappers because they are the no BS, no gimmicks AT that just kicks *** right out of the box. If you disagree, just go chase your brute fury and STFU.
  14. The lack of demand on the temp power tells me this will never happen, but I might use it if I didn't have to walk all the way to my base to craft it.
  15. Mr_Kingkillaha

    Help a Noob

    I guess they finally fixed revive? I haven't been reading patch notes. I use the vet reward rez, it is usually recharged every time I die. Maybe if you get enough reward points buying sets that could be an option too.
  16. Mr_Kingkillaha

    Help a Noob

    Quote:
    Originally Posted by Sanguine Sentinel View Post
    I would really really really really recommend against this. That's a lot of your own money that you can avoid spending. I can bring in a billion inf with only casually playing the market (5 minutes or so when i log in, and 5 minutes before I log out) over the course of a month and then it's just a matter of being patient while your buy orders fill. Remember, you don't have to have this killer build tomorrow. You've got time before you hit 50 and you can start preparing now, slowing buying up what you need over time. I recommend reading up on some of the basic marketeering guides as, evn if you're not serious about being an ebil marketeer, it will still give you the basic rules for buying what you need for a build.
    Also this. Yesterday I made 750mil inf just playing the game. Okay, I got a purple recipe, then converted it and sold it for 600mil, but another 150 mil I got from finishing up morality missions and the SSA. That doesnt include the nice IOs that I dropped in my base to keep. Once you hit 50 purple recipes can drop (I always sell them), and once you get a bunch of inf it is much easier to get more. I don't actually marketeer, I just sell sell sell, but if you get into buying/flipping things you can get a bit of inf that way too.
  17. Mr_Kingkillaha

    Help a Noob

    Quote:
    Originally Posted by RogerWilco View Post
    I've made another version, now that I know how to avoid the Rule of Five properly.

    I have added two purple sets and a PvP set. I know the recipes for the purple sets can be bought with Alignment Merits, for which I need to run the SSA each week, and maybe also from alignment confirmation missions? Am I correct that I need two Alignment Merits to buy one purple recipe?
    I'm running the pre-i22 version of Mid's on the Mac, so I don't have Brute's Fury. I might obtain that instead of one of the purple sets with Reward Merits. It would still also require 1500 Reward Mertits and 125 million inf. or so.

    I have no clue where the PvP sets come from. It might be totally unattainable for me, I can't find how to get it on the Paragon Wiki. An explanation would be most welcome.

    But this way I should no longer bump into the Rule of Five.

    I intend to use Store-Bought Enhancements for most of the stuff in here, as I have more Euros/Dollars than inf. I've checked and calculated that this build would require somewhere in the range of 4000 Paragon Points. It leaves only a few enhancement recipes and salvage that I'd need to obtain on the Black Market. I can then later slowly replace them with non-store versions and mail the store versions to an alt.

    How does this look?

    I still have Revive in there, because it's a lot better than Awaken + Break Free, and thus frees up inspiration slots for other things. Especially the invulnerability effect is very nice. I've put a datachunk at the bottom that has Hasten instead.
    Purple recipes are 20 hero merits, pvp recipes are 30. The sets that you probably want to buy with hero merits are luck of the gambler, obliteration, basilisks gaze, numinas... The prices on pvp and purple recipes are going to be changing with the new enhancement converters. Cheap puple recipes will get more expensive as people buy them up to convert, I dont know how it will all end up though.

    I think that 15 sec untouchable in mids is wrong. You can hit revive and be dead before you even finish standing up. So revive is actually equal to 1 large wakie+break free, not better. Powers are harder to come by than insps, and going to the hosp is always available.
  18. lol theres a particular AV in this game that I can kill in one hit and I bugged it months ago. That still isn't fixed, but they are worried about me using inner inspiration on more than 1 character per day? freakin lol
  19. Mr_Kingkillaha

    Help a Noob

    Quote:
    Originally Posted by RogerWilco View Post
    The thing is that in some of his powers in the example he posted, there is 3x Numira's Covalescence instead. I understand that putting 5x Doctored Wounds in everything will take too many slots. My question is how do you choose which ones get 5x Doctored Wounds and which ones get 3x Numira' Covalescence?
    For fast healing I only need to enhance the heal, and for instant healing I only need to enhance the recharge (a big portion of the heal in IH is not enhanceable anyway). For powers like reconstruction and dull pain I wanted to enhance heal, recharge, and endurance, so they get more slots. I think at the time I made this I had a fifth crushing impact in slash, so 5 of the 5% recharge bonuses, otherwise I might have put a doctored wounds in IH. When I added the achiles heel to slash, I just didn't have 2 more slots that I was willing to move to IH.
  20. I have a costume/name taking up a character slot in anticipation of staff melee, and I had one that just finished waiting for dark control.
    I only specifically waste character slots on sets that I know for sure are being made. Other concepts may sit between lvl 15-20 until a better pair of powersets catches my eye though.
  21. Mr_Kingkillaha

    Help a Noob

    You can run the WWD SSA with any hero/vill toon over lvl 20 (I prefer to run WWD 1 or 2 with lvl 20-30 toons). You can get the merit once every week per toon. 1 merit will buy many different single IO recipes, some of the better ones cost 2 merits. Add alignment missions for more merits, and multiply by however many toons you can run every week and it all adds up fast. 2 merits may also buy you some enhancements that you can sell for 50-100 mil, so that helps buy all of the cheaper sets really fast (dont waste a merit on any cheap enhancement, sell something expensive then buy from the market). My build I posted cost around 1 billion inf (without the 4 Lotg which I bought with merits), where that other one with all the purple IOs may have cost 20 billion. His has some advantages, but IMO they aren't worth that cost after incarnate powers. Depends what you are planning to do with the toon though.

    Until then, I threw this non-set build (with the same powers) together to emphasize some things to watch for on slotting. Mainly look at the Recovery and EndDrain first.
    Mine: (3.63end/sec)-(.69enddrain/sec)= 2.94 end/sec net gain
    Yours: (3.73end/sec)-(1.04enddrain/sec)= 2.69 end/sec net gain
    You have less end recovery, and your actual attacks which are not included in end drain cost more endurance to run. Slotting powers like physical perfection for end mod is no replacement for slotting end redux in your usable powers because it has such a low base number. The same idea goes for slotting +tohit in focused accuracy. You are getting 2.49% extra added to your tohit, at a very high end cost. I dont remember the exact formula on how accuracy works, but 1 acc enhancement in each attack is usually enough, especially with the +20% acc from focused accuracy.
    The stun, def debuff, slow etc.. you have slotted in some attacks do give you some higher numbers, but not as helpful as just making the attack hit harder.
    Don't slot knockback enhancements in a power that has .67 mag kb. That pushes it from knockdown to knockback (aka harder to hit with your next attack). Trust me, I love knockback more than anyone here, but turning a knockdown power into knockback isn't helping you any. I have some doms with 45 mag knockback that are pretty awesome, but they can piss off the melee guys quite a bit.
    Moment of Glory- any defense added to the power is giving you exactly 0 more survivability. You can search about the soft cap elsewhere, but anything over 45% def is not doing anything other than helping dilute defense debuffs. 1 resistance enhancement there IS putting you to the resistance cap, but since nothing can hit you anyway it is practically useless.



    You should start playing with sets on mids (costs 0 inf to try them out) and see what you can come up with. Sets are better at enhancing more aspects of a power with less slots, but you have to watch for sets putting you over the ED cap. In this case maybe taking 1 or 2 out to slot elsewhere is probably better depending on what set bonuses you are focused on. Also watch for wasting slots on powers with low base numbers that don't really need enhancing. Figuring out all of the tricks to good slotting takes a bit of studying, but just keep reading these forums and see what people say about others builds. Im no expert but I have learned a ton in the last year that I really started using sets.


    Villain Plan by Mids' Villain Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Initial Strike
    • (A) Accuracy IO
    • (3) Endurance Reduction IO
    • (5) Damage Increase IO
    • (5) Damage Increase IO
    • (7) Damage Increase IO
    Level 1: Fast Healing
    • (A) Healing IO
    • (3) Healing IO
    Level 2: Heavy Blow
    • (A) Accuracy IO
    • (36) Endurance Reduction IO
    • (48) Damage Increase IO
    • (48) Damage Increase IO
    • (48) Damage Increase IO
    Level 4: Fly
    • (A) Endurance Reduction IO
    Level 6: Sweeping Cross
    • (A) Accuracy IO
    • (9) Endurance Reduction IO
    • (9) Damage Increase IO
    • (11) Damage Increase IO
    • (11) Damage Increase IO
    Level 8: Rib Cracker
    • (A) Accuracy IO
    • (13) Endurance Reduction IO
    • (13) Damage Increase IO
    • (15) Damage Increase IO
    • (17) Damage Increase IO
    Level 10: Reconstruction
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (19) Healing IO
    • (19) Healing IO
    • (21) Endurance Reduction IO
    • (21) Endurance Reduction IO
    Level 12: Dull Pain
    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (23) Recharge Reduction IO
    • (25) Healing IO
    • (25) Healing IO
    • (27) Endurance Reduction IO
    Level 14: Quick Recovery
    • (A) Endurance Modification IO
    • (27) Endurance Modification IO
    • (29) Endurance Modification IO
    Level 16: Integration
    • (A) Healing IO
    • (29) Healing IO
    • (31) Healing IO
    Level 18: Spinning Strike
    • (A) Accuracy IO
    • (31) Endurance Reduction IO
    • (31) Endurance Reduction IO
    • (33) Damage Increase IO
    • (33) Damage Increase IO
    • (33) Damage Increase IO
    Level 20: Resilience
    • (A) Resist Damage IO
    • (34) Resist Damage IO
    Level 22: Air Superiority
    • (A) Accuracy IO
    • (45) Recharge Reduction IO
    • (50) Damage Increase IO
    Level 24: Afterburner
    • (A) Flight Speed IO
    Level 26: Shin Breaker
    • (A) Accuracy IO
    • (34) Endurance Reduction IO
    • (34) Damage Increase IO
    • (36) Damage Increase IO
    • (36) Damage Increase IO
    Level 28: Instant Healing
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (37) Recharge Reduction IO
    Level 30: Combat Readiness
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 32: Crushing Uppercut
    • (A) Accuracy IO
    • (39) Endurance Reduction IO
    • (39) Damage Increase IO
    • (40) Damage Increase IO
    • (40) Damage Increase IO
    Level 35: Focused Accuracy
    • (A) Endurance Reduction IO
    • (40) Endurance Reduction IO
    Level 38: Moment of Glory
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 41: Laser Beam Eyes
    • (A) Accuracy IO
    • (42) Endurance Reduction IO
    • (43) Damage Increase IO
    • (43) Damage Increase IO
    • (43) Damage Increase IO
    Level 44: Energy Torrent
    • (A) Accuracy IO
    • (45) Endurance Reduction IO
    • (45) Endurance Reduction IO
    • (46) Damage Increase IO
    • (46) Damage Increase IO
    • (46) Damage Increase IO
    Level 47: Physical Perfection
    • (A) Healing IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 0: High Pain Threshold
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Healing IO
    • (7) Healing IO
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (15) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Fury
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3



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  22. Quote:
    Originally Posted by MrLiberty View Post
    No builds were good enough, try again everyone!
    But this time make a build for one of Zwils other toons. Strange coincidence, he came up with a build of his own during this contest so now on to the next one...
  23. Mr_Kingkillaha

    Help a Noob

    Are you planning to go with sets on your final build, and what sort of budget are you working with? If not much, would you be willing to run the "who will die" SSA and hero tips with a handful of characters every week to get hero merits? It can be quite a bit of work, but your toon will be ridiculously stronger in many ways.

    This is a rather expensive build someone else posted that should give you some ideas of what sets are capable of, but unless you are drowning in influence I think you should only look at this for the general ideas and not actually plan to build it:
    http://boards.cityofheroes.com/showthread.php?t=275993


    And for comparison here is my relatively cheap claw/regen scrapper build:
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    Eventually I could try actually putting together an affordable SJ/regen build, but I think helping you understand how to use sets so that you can build for your own playstyle would be more beneficial.

    .
  24. Mr_Kingkillaha

    Help a Noob

    Quote:
    Originally Posted by RogerWilco View Post
    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Brute
    Primary Power Set: Street Justice
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Ancillary Pool: Energy Mastery
    Ill throw out some bits of advice, then see what you can do with it.
    Recharge, recharge, then if you can make it fit, more recharge. Regen is actually pretty good if you can get ridiculous amounts of recharge. Reconstruction/dull pain/instant healing/MoG should all be as close to the ED cap as you can get. Then stack recharge bonuses and get perma hasten if you are willing to get rid of a power (revive). I highly recommend it. You also will want the recharge/heal alpha when you get to incarnate.

    Moment of glory- those def IOs you have aren't helping (already almost double the softcap), and only 1 of the res IOs are (though even the 15% resist isn't necessary with all that defense). I suggest 1 LotG +rech proc, and 2 lvl50 recharge IO.
    Superior conditioning- Im not sure how bad street justice is on end, but I dont think you need this power once you slot some sets in your attacks. If you just want it to get into the energy pool, I doubt it needs more slots since you already have quick recovery and physical perfection (probably don't need this either, definitely don't need all of the slots in it).
    Resilience- 2 lvl 50 res IOs would be plenty for this power, also this is a good place to put the steadfast +3% def proc.
    Regen could always use tough and weave.

    To maybe help you understand why I say these things, on my claw/regen scrapper build I have:
    64 hp/sec base regen (with perma DP)
    instant healing on 50% of the time 157 hp/sec
    reconstruction recharges in 16 seconds
    dull pain recharges in 96 seconds
    MoG recharges in 65 seconds

    What this means is that for the 90 seconds that instant healing isn't running, I can use dull pain, reconstruction, MoG, reconstruction, then turn instant healing back on with dull pain ready right after. Also dont forget that a /regen with 4 purple insps on is practically unkillable for those 60 seconds.
  25. Quote:
    Originally Posted by PleaseRecycle View Post
    /powexecname Hoverboard
    /e swoon
    Hilarious, right? Except rather than flying around face-down you'd probably clip out of the bottom of the board with your skeleton all twisted up because the devs didn't want to have to port that and every other emote to some novelty travel powers.
    That is missing the point. The devs didn't have to port every emote to work with the being held animation, because you cant use them. Why would they have to code animations that are not even allowed to work? If the hoverboard puts you in "only affecting self" and locks your animation to only the hoverboard animation whats the problem there?
    People keep saying that the devs would have to redo all of the animations, but that doesnt sound true to me. If hoverboard puts you in only affecting self mode, and only allows the hoverboard animation, then you visually have the same thing we already do, but dont have to turn on all of your toggles all the time. Why would we have to combine hoverboard animation + power animation, when nobody is asking for that? Just make it so that when hoverboard is active, only the hoverboard animation is allowed. Copy/paste that wherever it needs to go in the code. Im sure that will still take some time, but how many people out there refuse to buy the novelty travel powers just because they are so useless?

    ETA another thought:
    When I turn on hibernate, it does not allow me to do any other animations. If I already have conductive aura on before hibernate the aura keeps displaying, but if I turn on hibernate first I can not turn on conductive aura until hibernate is done. Why cant something like that be done for coyote/hoverboard? No new animations needed, because none are allowed.

    I don't know how powers and animations are actually coded, so maybe Im just way off on this whole thing. But if the devs want me to buy things they need to be useful. If enough other people are already buying them anyway, cool, Ill be fine without those powers anyway. I just dont believe the "have to reanimate every single power in the game" argument when the single animation is already made. The only issue is suppressing the other animations.