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Posts
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I just logged an alt on Infinity Villains in Nerva Archipelago and the halloween event banners are up.... shouldn't these be gone now? my only other thought is if they'll still be coming up at random long intervals like the zombie raids, but I never saw any announcements or anything relating to that so i assume it's a bug?
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I don't usually do these voting things, but given the amount of fun i've had since I started playing CoX a few years ago I had to give it my vote in the applicable categories.
Good Luck Paragon Studios! -
Quote:Firstly, to the OP.... many apologies for making your head explodeThe main reason I'd never slot DP with a full set of Numinas is because it really diminishes the unique's potency. The unique is a proc, meaning the power it is slotted in needs to be used in order to "turn it on." After using the power, the effect lingers for 120s - the exact same duration of DP. In other words, unless you have perma DP and use it on every cooldown (wasting the heal), you won't have the regen/recov bonuses permanently. Numina's 6 slot bonus (3.75% range def, 1.88% e/ne def) is nowhere near worth losing that.
Another lesser known tidbit: if you place Numina in a power where it activates frequently (such as a passive like Health) it will stack while zoning. For example, you're in RWZ and enter a Borea mission, you'll have ~2 minutes of the Numina double stacking. I'm not exactly sure on the particulars, but I believe this is because your character's "ID" changes when you zone, so buffs that are set not to self stack will stack since they were cast by different IDs.
Sarrate - I'm not sure if you read the entire portion you quoted from my post, but I did state that DP is effectively "perma". Also In one of the builds i posted (I believe it was the 2nd one), End Recovery is at 2.49/s Net with all toggles active, and there are 2 Performance Shifter +End procs, as well as all the attacks being slotted with good EndRed (with the exception of Whirling Hands, which is slotted OK) it's unlikely there will be any endurance issues.
Aside from that, you're getting a PERMANENT 24% regen boost, total, from the 2 slot bonuses in Health and DP, which is higher than the regen from the numina proc, and it IS permanent.... so you actually do keep the permanent regen bonus, in effect, and you have an additional one available through the proc when you activate DP. As far as the +Recovery portion, the extra recovery shouldn't even be needed since endurance is under control, it's just another bonus when you need it, it's fluff. the 2 Performance Shifter procs firing will be enough to cover any additional endurance needs. Since the character's max endurance has been raised, and the PS procs give a percentage of max endurance when they fire, that equals out to approximately 23 endurance when both procs fire, almost 1/4 of your end bar. I have no issues forsaking a constant +rec in the numina proc due to that. I was also going for more +regen than +recovery, working off of the build that Oreso posted.
The regen is sitting around 30HP/s without Dull Pain, and is 44HP/s with DP active. 30HP/s should be quite enough for most things when factoring in the build's defence and resistances, and you always have that little bit extra, if and when you need it. it shouldn't be required to use DP every time it's up unless you're in a very long fight, so no wasting the heal. The 1.88% E/N defence in the set was used to bring E/N in-line with S/L/F/C defences at just over 40% with 1 enemy in range of Invincibility. The Numina set's 5th slot bonus is useles for a tanker IMO, but the bonuses prior to that are well worth it, especially if recharge isn't an issue, which it isn't in my build. Constantly using Energy transfer will probably drain your HP more than the damage your enemies will do, and in my build, ET will be part of the regular attack chain. That, if anything, will ensure you'll be using DP for both the heal and the proc bonuses, on top of the +HP.
I agree with you that in MOST cases, the Numi proc is better off slotted in an auto-power like Health, but i don't believe it's necessarily required. I'm fully aware of the proc's double stacking effect when zoning, and i feel there are other AT's who would benefit more from that than an Invuln Tanker, like blasters, defenders & controllers... possibly even scrappers. basically AT's with lower HP, defense or resistance that could make more use of another survivability buff.
Even then, in a team setting you would get less use out of the proc double stacking due to things like waiting for all the team members to enter before starting, etc. so the double stack effect is for the most part useless unless your team is herding everything to the mission entrance so you can constantly zone for the buff. I've tested this quite a bit on a blaster, and only when solo or on a very fast moving team that doesn't bother to wait for anyone, i see a slight improvement in performance and survivability for those 2 minutes. Certainly nothing a few inspirations couldn't take care of. A single purple shield insp will take you further in the way of survivability.
When my Blaster has the Numi proc double stacked (in Health) he has about 32HP/s regen, between that and the minor defense bonuses he has (mostly positional melee, about 25%) make him extremely resilient. Even normally, without the stack, he rarely dies.
My Invul/EM tank is mostly fitted with generic IO's, has no Numina or Performance Shifter's... her Net end recovery is about 2.25 with 3 toggles (doesn't have tough or weave until i respec) and she has 4 attacks currently (Barrage, Energy Punch, Whirling Hands & Energy Transfer) and can solo +1/x8 Crey mobs with moderate difficulty and with no endurance problems. I'm near certain she could handle +2/x8 but i haven't tried yet. The only unique IO's she has slotted is the steadfast +def proc and a few Impervium Armor's Psi resist, and she's level 38. Given that, I don't see any issues with the builds posted above as far as survivability is concerned...if anything, they may be overkill for regular content and average difficulties.
Well, this turned out to be a much more long-winded post than i first intended, so i'll just end it now. Cheers! -
Quote:If i was going for more recovery, then yes I'd slot the Numina proc in PP also... but for regen purposes, slotting in Health would give a bigger buff to the regen component of the proc. The Miracle unique gives a higher recovery buff than the Numina so it will give a bigger buff in PP, which can be slotted for End Mods to enhance that buff.I'd much rather have it in PP:
http://boards.cityofheroes.com/showthread.php?t=194955
But I have nothing against slotting more things in health if their available.
I'm not disputing that you can get higher recovery out of the Numina if you put it in PP with a few End Mod IO's, but you can get higher regen if you slot it in Health with a couple Heal IO's, as opposed to slotting in PP with a couple Heal IO's.
Putting the full Numina set in Dull Pain frees that slot in Health for another Numina IO (like a Heal/Rech or Heal/End) which will further enhance the regen with the health enhancement of the IO plus the 12% regen from the set bonus of 2 Numina's, which will bring the regen even higher. Slotting health with a Numina Heal and Heal/Rech for example, will yield a higher regen% than 2 generic Heal IO's, because of the 12% set bonus from 2 Numi's.
Quote:But Doctored Wounds has much better recharge? Having Dull Pain up more of the time would be good. -
Quote:I agree with you on having more regen. Tankers in general will benefit from higher regen values much more than any other hero AT due to their higher HP levels. Invuln. in particular is one that can take the Greatest advantage of higher regen values, due to Dull Pain.With the crazy resists and decent defence an Invuln gets, wouldn't it be good to slot for some regen?
I'd definitely slot the Numi unique in Physical Perfection, along with a numi heal and some end mod IOs. Just put a normal heal IO in health. Maybe not bother with the miracle.
I'd much rather have Energy Punch than Air Superiority. Energy Punch has some impressive DPA.
On my WP/EM I only have about 1.85 endurance recovery after the toggles, and I still never run out of endurance. I do have the performance shifter proc though.
As far as Energy Punch is concerned, while I myself would prefer it to Air Superiority, Air Sup. is a good power also.... and unless you're a 60+ month veteran, you're going to need a pre-req for your travel power, (Fly, in this case) which you don't have in your build. Given that, Air Sup. would be a welcome replacement for most, i think.
I also think Health would deserve better slotting if you're going for a higher Regen value. It has double the base regen% of Physical Perfection so it would benefit much more from the Numina proc than PP. Even so, i'd prefer to slot the full Numina set in Dull Pain, 2 more Numi's and the Regenerative Tissue proc in Health, and use PP as an endurance buffer by slotting the Miracle proc along with a 2nd Performance Shifter proc (the 1st would be in stamina) and the EndMod IO from that set.
I'd also use Kick instead of Boxing from the fighting pool, and i'd slot it. It seems most people prefer Boxing for it's slightly shorter cast time (and likely the lack of KB too), but i like that Kick can be slotted with the Force feedback +Rech proc, and it has slightly higher base damage than Boxing. In a build like this, Kick would be an active power in the attack chain, so the proc would fire often as a result.
Aside from those things, your builds stats are very similar to one i put together for my Invuln/EM tank a while ago. I used the dual build feature to make both offensive and defensive builds. Needless to say, it's a work in progress.... slotting 2 builds is expensive, and she's level 38 ATM. Here's what mine looks like :
Click this DataLink to open the build![/b][/u][/color]
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I also did a bit of rework on the build you posted, mostly just changed a few slots/enhancements and swapped out Boxing and Lazer Beam Eyes for Kick and Build Up, respectively. The overall defense dropped slightly, but is softcapped to S/L/F/C/E/N with 4 enemies in range and has higher recharge, regen, health & recovery.
Click this DataLink to open the build![/b][/u][/color]
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Quote:I've had no personal experience with Shadow Meld or MoG as yet. My highest stalker is currently 42 and i'll be taking SM on him at 45 (he's elec/elec). My DB/Regen is 37, as i think i stated in the above post, and will be taking SM also when she's high enough. In both of those builds i've gone for heavy +Rech for a number of reasons, but one of those reasons is to get SM to a 15 sec. off/on range. I've always played my stalkers more scrapperish and neither of these two have had an issue with that playstyle thus far.Like i said before, my main goal is to make a 'scrappy' Stalker, and I'll be going about this by pretty much rotating MoG and shadowmeld, sprinkling in heals and placate as needed. Do ya think this build (which drops abalating strike completly) would be able to say, solo AVs, or do a rikti challenge (or even drop a pylon?)
As far as soloing AV's, I've never dedicated any of my build planning towards it, and i don't do it on a regular basis so there's probably someone better to advise on that. However, i did manage to solo Ghost Widow as an AV in my patron arc with the Elec/Elec stalker, just the other day in fact... but it was a long and tough fight.
I'd say DB is a good candidate for soloing AV's, i think it can certainly manage the DPS. i'd guess the optimal attack chain would consist of something like Attack Vitals -> Ablating Strike -> Attack Vitals, and having Ablating Strike slotted with the Achilles -Res proc would certainly help too. Regen may not be the best secondary for that though... since stalkers have low HP to begin with, regen can't really live up to it's full potential on them, and AV's hit hard... with low to nil resistance and on/off defense i'd guess it would be more difficult to pull off.
As far as Pylons, I've never even tried. But i've read it can take a long while, even with stellar DPS.... I wouldn't advise doing it on a /Regen stalker, and possibly not at all on a stalker in general. It could probably be done, but would probably also be inconsistent at best (at least with /Regen). I'm not sure, but i think a pylon could 1-shot you at base health, or very close to it... you'd need some way to mitigate the damage a good deal, and i don't think even a specialized /Regen build (on a stalker) would be capable of it. but like i said, i'm no expert. -
Quote:Sorry, for some reason the link to open the build didn't post correctly. I'm guessing you want the mids data chunk to copy and paste into mids, so here's that:Thanks for the reply. I'll have a look at that build (would you happen to have the mids export available, please the datalink doesn't work for me?).
I take the point about feeling like it's missing. I'd usually run with two IOs.
My extra slots were generally to accommodate sets; perhaps different sets/focuses would change the slotting.
This girl is my main badger so she has the accolades for the badges anyway.*
Many thanks for your time.
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Quote:My proposed attack chain is leading with empower (BU->AS->placate) then going into attack vitals (power slice, nimble, vengeful) then going into the weaken. and if the mobs still standing just repeat vitals and weaken until he dies, using my heals/buffs to stay standing. Do you think it'll work? will the DPS be sustainable? how do you think it'll perform?
Personally, I'd go with Empower -> Weaken -> Attack Vitals.... Reason being, the leadoff in Weaken is a cone, and Empower sets you up for a stealthed crit, with Weaken that becomes an AoE stealthed crit that, if timed right, will be under the effects of both build up and empower (for the first cone in Weaken at least).
Leading into Att Vit from Empower -> Weaken will help ensure that Att Vit hits, because you'll have the +ToHit from Empower and your targets will have -Def from Weaken.
Rolling the combo this way should kill off the minions and the tougher enemies can be finished rather quickly with Attack Vitals -> Ablative Strike -> Attack Vitals ...... or you can use Attack Vitals -> 1K cuts -> Attack Vitals if there are still some minions hanging onto dear life.
I have a DB/Regen stalker @ 37 currently and this works pretty well for me. Occasionally you can take a hard alpha and need to Reconstruct or DP in the middle/end of Weaken, but it rarely (if ever) interferes with pulling the combo. -
I'll lead in with the "bad" as I see it... in no particular order.
For your problem with the HP cap: first off, a LOT of sets have some form of +HP component and stalkers are fairly easy to hit their HP cap. You have the High Pain Threshold and Invader accolades selected in your build, and i'd advise not to even waste your time getting them unless A) you already have them, or B) you want the badge. Nearly every decent set you can slot on this build is going to have some sort of +HP set bonus, so spending time to get those accolades will be a waste of time as far as utility purposes are concerned.
Regarding Accuracy: I think the Dual Blades set gives a sort of illusion that it misses more often than other sets. The reason for this is that you notice a lot more when you miss a combo due to the orange circle. it's not necessarily that you ARE missing more often, but you actually see it with the combo indicator, as opposed to an attack from some other set where the damage numbers could have just been blocked by the on-screen power effects. I have a number of DB characters and when i play them, i "feel" the misses on them much more than any other powerset, even though i know they're slotted just as well for Accuracy, if not better.
Getting into set bonuses, you'll likely end up with less accuracy across a set than you'd have if you slotted 2 generic accuracy IO's, in fact i'd say it's almost a given as far as the enhancement values go. However, with the set bonuses you can probably have about the equivalent depending on your priorities. Personally, I haven't used more than 1 accuracy IO post level 22 since IO's were introduced (or the approximate equivalent in a set) and i haven't had many (if any) problems with accuracy.
Your Power Selection and Slotting: My personal opinion here, ... you have a lot of extra slots in health, stamina, fast healing and High Pain Tolerance. I'll usually 3-slot each myself,(for a stalker at least) generally not more than that unless i have some free slots or am working toward a particular bonus i can't get somewhere else (or have a much higher HP).
On the flip side, there aren't enough slots in some of your key survivability powers like Mind Over Body, Indomitable Will and Heightened Senses... which brings me to when these powers were selected, IMO, these 3 powers (and also High Pain Tolerance and Reconstruction) should all be taken by level 30 at the latest, and in particular MoB, HPT and Recon, at least, should be taken before level 20. Of course, if you're already past these levels and never plan on exemping, i suppose it probably won't matter much.
Just a bit to chew on, i hope it helps some. I did go over your build and made some enhancement and slotting changes, though i didn't change any powers or when they were taken, and while i realize you stated that you're not uber wealthy, you could probably sell those two Armageddons to help you finance some changes, and of course you can always try merit rolls, ticket rolls and just good old fashioned playing to get inf and drops. in any case, it can be something to work towards. you could always keep your main build the way it is and slot stuff in a 2nd build as you get it too.
here's a demo of some changes i made, mainly to increase your survivability a bit and kept everything else somewhat close to where it is. Hopefully it will give you some ideas on where to go with your build.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Capa Devans Sept09: Level 50 Natural Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Nimble Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Hectmb-Acc/Dmg/Rchg(17)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13), AnWeak-Acc/DefDeb(15), Achilles-ResDeb%(17)
Level 4: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(21), Hectmb-Dam%(42)
Level 6: Assassin's Blades -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(46)
Level 10: Swift -- Run-I(A)
Level 12: Recall Friend -- Winter-ResSlow(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(29)
Level 16: Health -- Numna-Heal(A), Numna-Heal/Rchg(25), Mrcl-Rcvry+(27)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(46), Hectmb-Acc/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 22: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(37), S'fstPrt-ResDam/Def+(45)
Level 24: Indomitable Will -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Sweeping Strike -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(27), Erad-Dmg/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Rchg(48)
Level 28: Placate -- RechRdx-I(A), RechRdx-I(34)
Level 30: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(37), RgnTis-Regen+(39), Numna-Regen/Rcvry+(40)
Level 32: One Thousand Cuts -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Rchg(46)
Level 35: Reconstruction -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), ResDam-I(43)
Level 38: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/Rchg(39), Aegis-ResDam/EndRdx(39)
Level 41: Strength of Will -- ImpArm-ResDam(A), ImpArm-ResPsi(42)
Level 44: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Dark Blast -- Acc-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Assassination
------------
Set Bonus Totals:- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 23% Defense(Smashing)
- 23% Defense(Lethal)
- 12.1% Defense(Fire)
- 12.1% Defense(Cold)
- 12.1% Defense(Energy)
- 12.1% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 11.8% Defense(Ranged)
- 11.8% Defense(AoE)
- 3.6% Max End
- 18% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 185.2 HP (15.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 13.8%
- MezResist(Terrorized) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 76% (3.82 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.25% Resistance(Negative)
- 3% Resistance(Psionic)
- 20% RunSpeed
-
according to the ATI Issues Sticky thread on these boards, there is a Hotfix update for this issue under Windows 7 and can be found here:
http://support.amd.com/us/kbarticles...912Hotfix.aspx
Thanks goes to Goliath Bird Eater for that link.
for further issues with ATI graphics cards please consult the following thread here on the message boards.
http://boards.cityofheroes.com/showthread.php?t=120192 -
I was previously running Catalyst 9.9 on my system and CoX had no problems running on full settings. Recently I upgraded my drivers to Catalyst 9.12 (the dec 17th release) and upon logging in this morning i'm having the same screen flicker you're describing, with the exception that i can see my mouse.... i suspect that may be a seperate issue for you, possibly something with Windows 7. I'm running Windows Vista 64-bit and have a similar hardware spec to your computer Dark.
The problem seems to be how the new Catalyst v9.12 is interacting with the game. The patch notes say there's new support for OpenGL 3.2 instructions. CoX is based on an older version of OpenGL code, as i understand it, and the new instruction set is probably creating some conflict since the game doesn't support the newer instruction set (i'm guessing).
My suggestion would be to try out some previous driver versions. I'm going to change mine to Catalyst 9.11 for the time being (released in November) and see how that works out. I'll post up if it resolves the issue for me.
EDIT: I just finished changing from Catalyst 9.12 to Catalyst 9.11 and the screen flicker issue is gone, it definately seems to be a problem with the 9.12 version of the drivers. Roll back the driver to any version prior to 9.12 and you should be all set.
NOTE: Remember to fully uninstall the Catalyst suite before installing a different version. -
it SHOULD apply the debuff immediately when the proc fires and subsequent damage after it procs should benefit from the proc debuff, but I'm not 100% on that.
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Quote:It was previously posted in the original GR informational that there would be some sort of perk/incentive for heroes who decided to stay on the straight and narrow and villains who stayed on the path of evil.Ok, so. If I'm one of the gray options(Rogue/Vigilante)... Why would I bother going over efully?
What I'm saying is... If market accessibility is the only thing that differs Rogues from Vigilantes... Why be anything other then a Vigilante(For the hero market)?
If you're a Hero or Villain, when compared to the new options. The only difference is you can't team with as many people or see as much content.
Doesn't that make the new options vastly superior to the old?
i believe there was also mention of an incentive for those who decided to change over to the other side, though i'm not positive about that one and am too lazy to look it up atm.
I don't think being a perma vigilante/rogue will grant you whatever perks there are supposed to be for staying a true good/evil person. who knows, maybe we'll be able to create a signature power of sorts, like something described in the suggestion threads thats been around forever, for those who stay on their chosen path, and additional power slots for those who change over (kind of like learning new tricks from the other side sort of thing) ... or maybe not, it's anyone's guess at the moment. -
Personally i thought the _NA/_EU after the names was there to help me identify the crybabies from the whiners...
heheh, just kidding
in all seriousness though, good to know the devs thought of it beforehand. here's to a quick and painful resolution of the issue (GO GO BLOODSPORT!!!WHOOHOO!!!) -
Quote:Being from the east coast (in the US) i took "swish" as a variant of sports oriented lingo such as "nothing but net" "hole in one" "score" ... somewhat to the effect of a good job or something well done/done properly... i suppose "the new boards are swish" came across to me as "the new boards are well done/good looking"heh who knew I'd spark romance with the merest use of the word Swish!
Oh..and what does it mean in San Fransciso or is it a bit too naughty for the boards?
not sure if there's a different meaning in san francisco or not. in any case, good to have some new faces (err... names) around! -
War-Witch in Pocket D IS a trainer, unfortunately she will only allow heroes to train currently. sometime between the 2009 valentine's day event and now she lost the ability to train villains.
i've used her quite a few times in the past training both heroes and villains passing through Pocket D (and not only during "events") but recently she refused one of my villains while allowing one of my heroes to train.
i'd guess that something changed with either i14 or i15 that stopped her from being able to train villains, i doubt it was an intentional change and is probably a bug. -
[ QUOTE ]
So, my Grav/Psi should take Scirocco so I can get Power sink and as such get a THIRD way to restore end? Domination/Drain Psyche and Power Sink? Or is that overkill?
[/ QUOTE ]
on my 48 Earth/Psi i've never needed anything for endurance recovery other than Drain Psyche... and on very rare occasions where i run low on end, i can pop dom and it's all good again. If for anything, i'd take Scirocco for Surge of Power and the Mu Guardian, not Power Sink (though PS can be quite effective as an End Sapper also). Surge of power increases your recovery while active on top of the resistance bonus you get, so all in all i'd say it's more worthwhile than Power Sink if you go that route. -
(QR)
as stated in an earlier post, you are most likely overusing your controls. Quicksand/Earthquake or Quicksand/Stalagmites should be sufficient for most single mobs, or they can even be spread apart for 2 mobs, just kill the quicksand mob while EQ mitigates the other... use ST hold/Immob as needed to lock down tougher opponents while you kill off the weaklings.
you can drop Volcanic Gasses if things get too harsh (like an unexpected ambush etc). Typically, VG is best reserved for emergency situations and isn't generally needed for every spawn (not that it can be used every spawn, unless you wait alot or have significant recharge)... you have plenty of other controls at your disposal that should do the job just fine.
In my experience, Earth Domination (and Ice) is lacking in damage capability when compared to other control sets, but it is in no way, shape or form lacking in control. IMO, it is THE best control set in the game. in regards to its level of control, it surpasses everything else.
i've never seen or played any other set that could lock down 5 mobs spawned for an 8 man team at the same time... Earth Doms CAN.
as stated previously, Quicksand, Earthquake and Volcanic gasses can all be used without being in direct line of sight with a mob, this can be used to significant advantage for preventing an alpha strike on your location before the controls take effect. in other words, this will prevent the mob from being able to get off the first shot and thus increase your survivability by that much more. normally, on a team this method isn't typically necessary... just make sure you're not the first to engage in plain sight dropping quicksand or some such nonsense. -
surge of power is an excellent power. the end crash can occasionally be a problem, but is made virtually invalid if you also have power sink (OR you have Domination up for the crash OR keep a healthy stock of blues all the time).
for me, if surge crashes and there's still stuff to kill, i just pop a small blue and hit power sink and my end bar is full again. you could use domination to fill your bar as well, but then you'd have to manage when you use it a bit more.
as a side note, if you have /psi, drain psyche does make you virtually unkillable for a while, but it won't help you recover your end after a surge crash. when surge crashes it kills your recovery for 15 seconds, so the only way to recover endurance is to either use Dom, power sink, or pop blue candy. -
[ QUOTE ]
My actual thought on the topic of splitting the fitness pool is the effect it would have on hundreds of thousands of characters.
For example: the characters that already have all the pools they can take lose a randomly chosen power pool and all the enhancements that no longer fit anywhere?
What happens to those Numina's and Miracle uniques if you end up no longer having Health to slot them in, and your enhancement tray is full when the change goes through? Or any number of other high-priced enhancements you could lose.
Adding power pools I have no problem with. Splitting them would lead to massive problems and would have slight game-killer potential (depending on exactly how it was handled)
[/ QUOTE ]
i agree, and i hadn't thought of that when i first posted. altering a pre-exhisting pool would have a dramatic effect on those who had already taken powers from that pool, and the fitness pool is taken by a large number of players.
hence, the original suggestion was thought over a bit more and changed to simply create a new pool consisting of the additional powers i suggested. (see original post..) -
[ QUOTE ]
Yep, had the same problem with the Sister Psyche task force a while back. It's fixed on Test from what I see, and will be on live when I15 hits.
[/ QUOTE ]
excellent, of course i already /bugged it on live when it happened, but i suppose that doesn't hurt -
i just logged into an alt that i haven't played since MA was introduced (other than to check auctions etc). apparently this alt logged out at some point while having an AE mission in the que, however neither the mission nor the MA "button" that normally shows in the Nav were there, as such i had no indication that the alt was on an AE mission.
someone sent me a tell asking if i'd like to join for LGSF (Lady Grey Strike Force) and i accepted. Oddly, i was able to join the team and begin the SF, but upon entering the first mission of the SF, the game froze and i had to reload it.
when i got back in the game, i was no longer on the SF team, and the Nav was now showing the Mission Architect button and the mission title. the team window also indicated that i was on an AE task force.
this is obviously a bug since you should not be able to be invited to a team if you are on an architect mission (but you can invite others, i know).
Has anything similar happened to anyone else?
i suppose i'm going to have to try and remember to check what missions an alt has every time i log in now... it's bad enough that hardly anyone is doing the normal game content anymore... but actually finding a team for an SF and having this happen is disconcerting in the least.
Needless to say, i was unable to rejoin the SF... -
[ QUOTE ]
Greatest suggestion in 5 years, even if it's been suggested time and time again. I'd say roughly only 20% of the player base even knows about the shard (although ironically about 80%+ know of ouroboros). Those that do know of it have been wishing for years that the devs could put more time into it. But, with many other side projects going on, the shadow shard keeps eluding them, issue after issue, booster after booster.
I say the players need to get the word out about the shard, so we can get more people to nudge the devs in the right (IMO) direction. If they see that an overwhelming amount of the player base is interested, we might get that change we've been looking for the last few years.
[/ QUOTE ]
oddly, i've been playing since i7 and have never been to the shadow shard. never been on a team that was going there either, and i've spent the majority of my game time teaming.
on the other hand, it never even occured to me to go there and check it out while soloing... perhaps i will do that soon, just to see it -
i agree with what you're saying Claws, which is one reason i removed the post. i wasn't intentionally trying to be rude. , or come across that way either.
i had however, been under the influence of lack of sleep and was noticably iritable (which my wife pointed out) and that may have come across in the post.
furthermore, i've edited the original post as i don't feel myself that it was a valid idea to actually split the fitness pool after some in-depth thought on the subject.
i would however, like to see more options in the game for different build styles, and adding power pools seems like a good idea to me. granted there is a limit of 4 pool selections per character, but i also think at least half of the pools we currently have are under-used by the majority of players.
EDIT: BTW your feedback is a appreciated and no, i didn't take your post as rude.
perhaps a bit condescending though...
just kidding -
ClawsandEffect...
post deleted, problem solved... no?