Neogumbercules

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  1. If anyone is interested in running one of these that's set for level 3 (so you get powers up to level 8) then check out the first arc in my sig.
  2. Hey all. Been a while since anyone posted here. Have any other issues cropped up with for I21 as far as the beta? Any issues fixed that anyone has noticed? Trying to keep this thread alive.
  3. There's a discrepency between the two versions of acid mortar. The MM version accepts PBAoE sets and the Corr/Def version accepts Ranged Damage sets. This is mostly due to the devs almost completely ignoring MMs for years. There's really no other explanation that I know of. Someone could probably make a massive list that chronicles all of the bugs, glitches, issues and exploits pertaining the MM AT...


    Oh wait, I did that!

    http://boards.cityofheroes.com/showthread.php?t=255708
  4. Throw in my vote for a rad/energy blaster. Fits thematically and it's also a pretty sound combination gameplay wise.
  5. Looks good to me. If you go Cardiac I think your endurance issues would be non-existent. There's also the option of going Spiritual/Ageless, which I think is the better choice since you get the best of both worlds.
  6. Neogumbercules

    AR/Energy Build

    Here's the build I put together when I was planning on an AR/Energy. It's 0.2% off the soft-cap for S/L damage and 6 seconds away from perma-Hasten. I was planning on Musculature Core but if you go Spiritual Core you can probably get perma-Hasten.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(17)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 2: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15)
    Level 4: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(36), RechRdx-I(36)
    Level 6: Slug -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(17)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 10: Bone Smasher -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15)
    Level 12: Boxing -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(43), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(31)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), RechRdx-I(34)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), DefBuff-I(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), DefBuff-I(27)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Vengeance -- LkGmblr-Rchg+(A)
    Level 32: Full Auto -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(33), Posi-Dam%(34), RechRdx-I(34)
    Level 35: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Det'tn-Dmg/Rchg(37), AirB'st-Dmg/Rchg(37)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), DefBuff-I(42)
    Level 44: Mace Beam Volley -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 49: Boost Range -- RechRdx-I(A)
    Level 50: Reactive Radial Flawless Interface
    Level 50: Ion Radial Final Judgement
    Level 50: Musculature Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(29), P'Shift-End%(29)
  7. Don't forget Spiritual Core Paragon. It might be worth waiting until an I21 version of Mid's comes out before you commit to a build. The changing of the availability of APP and EPP powers will make a large impact on how you approach a build.
  8. I'll toss in support for claws. If you're gonna level it up solo i recommend using the AE arcs in my sig.
  9. I'll be making a Fire/Dark/Soul. I'm very excited for the combination of great AoE, ST and utility along with the Dark Pit/Opp Gloom combo. It will still have the advantage of using Soul Tentacles to immob groups + Nightfall to add another cone on top of Fire Breath.
  10. This thread could also be titled "Why I won't play Spines/Fire until they port Spines to Brutes".
  11. The FFGs would stack but the follower being traps would be useless since pretty much every power in that set requires deeper positioning and targetting. I did something like this back in the day. I ended up settling on Thermal. Fire and forget buffs and you can keep the heal aura on auto. Empathy would be a good choice too. Keeping those buffs on you would be awesome.

    Consider a duo of Thermal MMs. You can keep the follower on Follow/Aggressive. The henchmen AI may be dumb as dirt, but it would probably be a lot more useful than having something following you around doing nothing but spamming a heal aura. Double stacking the thermal shields would be fast and easy and it would help the henchmen survive their own stupidity. If you use Thugs then the Enforcers Leadership powers would also stack among both sets of Thugs, giving you quad stacked Maneuvers, Assault and Tactics. 6 Stacks if you take Leadership on both MMs. A player by the name of Smurphy used to use multiple accounts to run around with an entire team of Thugs MMs that he kept on follow/aggressive. He would use his primary character to team TP everyone into the center of a spawn and everything would be dead instantly. It was a sight to behold.
  12. I tried making mobs at level 15 worth 100% xp. For bosses you have to give them more powers than I'm comfortable with. By that level you can't survive it without copious inspiration use. That wouldn't be a huge problem if it weren't for the fact that bosses have almost 5x as much HP at level 15 than they do at level 3. There goes your constant stream of inspiration drops. This is really where it all falls apart. These types of farms live or die on a steady flow of inspirations. Enemies have a lot more HP and you still don't have a lot of aoes or the endurance recovery/slitting to sustain them by level 18.

    Also consider that your enhancements would be scaled back to DO levels at best, and there aren't a lot of terribly useful set bonuses at that point to build for. I gave up before testing it. Just seems like there are too many hurdles.
  13. 32.5% is the usual goal because it's fairly easy to reach and puts you 1 small purple inspiration away from soft-capping yourself.

    50% rech. is just a good number to aim for!
  14. Quote:
    Did burn get changed again? Last time I checked the fear component was removed from it, did they add it back in?
    The fear that used to be in Burn was a programmed effect that told the targets to GTFO NAO!! Note: This is not the same as the Terrorize effect in powers like Fearsome Stare.

    The running that Burn causes now is just an aspect of enemy AI that triggers due to the enemy receiving too much damage. That causes the enemies to run once their morale breaks. Morale basically measures the amount of damage/debuffs or other effects on an NPC and tells it "you're good, stay and fight" or "you're screwed. Run away." Taunt auras can override this portion of the enemy AI causing them to hang around and enjoy the warmth. Scrapper's version FA doesn't have a taunt aura, so the enemies will still flee.
  15. My experience is similar. On Ambush farms it's not a problem but in normal content they flee like sissies. Of course, they usually don't live long enough to run. (see second youtube link in sig)
  16. Ah yes. Titan Weapons. I'll finally have a use for this costume:


  17. I'd like to make a level 1-50 version of my map for either Fire or Energy (leaning towards energy) but I only have 1 upload slot left so I'm left dawdling on the decision.

    I was considering making a level 27 version of the map. High enough to get footstomp and high enough to not have your enhancements scaled away. It specifically benefits SS characters, and would also be useable by other ATs since they have their damage caps by then. The issue with that is whether or not it's a waste of time. I'm not sure if being able to have that many more powers would result in faster leveling than just staying at level 1 or 2. Well... it would be for anyone who gets their PBAoEs later than level 6 or 8. That's the main reason. I guess it's worth trying out. But then I think screw the SS users. Make it level 15, that way anyone who gets a PBAoE at 18 (like the new BS Brute) would benefit.

    I haven't done the math, but I'm pretty sure that by that point Boss HP goes into territory that defeats the whole purpose.
  18. The only other one I know about is Staff Fighting. That is through leaks though, not any official announcement as far as I know.
  19. Mercs can get a lot of mileage out of the damage procs too. I even put the KB set damage proc in my commando.
  20. I haven't tried BS on beta, but did they change the sound effects? That was one of the big things about BS that I didn't like. Just didn't sound right to me. The animations are also pretty bland, if not boring.
  21. Quote:
    Originally Posted by SinisterDirge View Post
    Been about a week since been on beta. Did they change burnout to affect anything besides primary and secondary powers?
    No they didn't. You're right. It won't effect FoN. Crap. Thanks for the reminder
  22. Between the huge amounts of crowd control, the ability to supercharge your teammates, and the great debuffing, I'd say /time has great team utility.
  23. Howdy folks. Thought I'd give you an update on my lastest... update. I made the level 1 version of my map 5 missions long. Now you can run it over and over again without having to reset everything. Level 3 getting the update... eventually. Enjoy!

    Arc ID 512178