NetMinder

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  1. Quote:
    Originally Posted by SonicBang View Post
    This proves how little Champion plays villside. Go down to the warehouses (best ToT'ing spot) and there is almost always a team there for great xp!

    Just curious though, where is a good spot in RWZ for ToT'ing so I can get some cross faction action goin on?
    Depends on your (team) level.
    The best 50 spot is the area near the Vanguard base where you go when the shield comes back up. Lots of intact buildings, but the local spawns are 49+.

    If you are closer to 40, south of the Vanguard base past AE building is prime. Intact warehouses with lots of doors as well. Easy to traverse with L35-42 spawns in the area.

    The area in the middle around and past the mothership is too broken up (not many doors) and the spawns can be brutal in the area (50-54 with Assualt Suits and the occasional Priest).
  2. Here is my fire/fire/fire tanker.
    Not a single purple. Runs about 36% melee def. And bleeds damage.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33)
    Level 2: Healing Flames -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(23), Numna-Heal(25), Mrcl-Heal(25), Mrcl-Heal/Rchg(27)
    Level 4: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx/Rchg(7)
    Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
    Level 8: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Def/Rchg(9), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
    Level 10: Taunt -- Zinger-Taunt/Rchg/Rng(A)
    Level 12: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 14: Super Jump -- ULeap-Stlth(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(45)
    Level 24: Boxing -- RechRdx-I(A)
    Level 26: Build Up -- RechRdx-I(A), RechRdx-I(40)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(37), Aegis-Psi/Status(43), TtmC'tng-ResDam(46)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def/EndRdx(34), LkGmblr-Def(42)
    Level 35: Incinerate -- T'Death-Dmg/EndRdx(A), T'Death-Acc/Dmg(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
    Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 41: Char -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-Rchg/Hold(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Acc/EndRdx/Rchg(46), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    19.5% DamageBuff(Smashing)
    19.5% DamageBuff(Lethal)
    19.5% DamageBuff(Fire)
    19.5% DamageBuff(Cold)
    19.5% DamageBuff(Energy)
    19.5% DamageBuff(Negative)
    19.5% DamageBuff(Toxic)
    19.5% DamageBuff(Psionic)
    16.1% Defense(Smashing)
    16.1% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    3% Defense(Energy)
    3% Defense(Negative)
    3% Defense(Psionic)
    23.6% Defense(Melee)
    3% Defense(Ranged)
    3% Defense(AoE)
    2.25% Max End
    45% Enhancement(Accuracy)
    42.5% Enhancement(RechargeTime)
    2.5% Enhancement(Held)
    5% FlySpeed
    246 HP (13.1%) HitPoints
    5% JumpHeight
    5% JumpSpeed
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Held) 5.5%
    MezResist(Immobilize) 11%
    MezResist(Sleep) 6.6%
    MezResist(Stun) 6.6%
    14% (0.23 End/sec) Recovery
    32% (2.5 HP/sec) Regeneration
    1.58% Resistance(Fire)
    1.58% Resistance(Cold)
    3% Resistance(Psionic)
    5% RunSpeed
  3. No hami raid for me. Hockey double-header on the 1st (6 and 815).

    The 4-hero STF. Its not a Mo, so temps are in play. Im thinking a squad of nukes, shivs, and HVAS for all. Rad or Dark troller (for -Res and toggling LR). Ice or Thermal troller (+res or +def/+hp). WP or Stone tank (meat shield). And someone else (probably blaster/scrapper for dps). As usual, the wildcard would be finding the right Sec Chief. That can add significant time. Could be intersting.
  4. Im not sure if Ping needed a defibrillator or a drug test after that, but I need therapy now.
  5. NetMinder

    Defender Inherit

    If Vigilance is saving your team.... you're doing it all wrong. Thats the problem with it.
    Blasters, Scrappers, and Trollers all get more damage when they are doing what they are supposed to do. Tankers get more aggro... like they need it, but still, it helps them keep aggro. So why do 4 classes get an inherent that helps them do things right when defenders only get help when they aren't. Buff or Debuff... if the team is getting stomped, you are either totally outclassed and you werent going to make a difference anyways, or you arent doing your job well.

    The problem being is that Defenders are pretty darn good as is. Thats right, I like Defenders as they are. In fact, the best defenders never even see help from Vigilance because thier team is blanked in buffs or the enemies are so gimped no one drops below 75%.

    So how do you help a class that really doesn't need it:
    Anti-Domination. Just like the Dominators click power up, Defenders should get a "Defense" button and a bar that builds with each buff/debuff applied. When released the Defender gets +100end, and gains +25% Special (like a mini Power Boost Up) and +50% Recharge for 30 seconds. Nothing earth shattering but a heavily tapped defender can keep the charge going. The recharge on the power itself would be 6-10mins so it would be impossible to Perma. But a Defender could save it as the "Oh Snap!" button for getting teammates back up or quick debuffing of that AV the team didnt see until aggroed.

    Just my idea.

    net
  6. Trick or Treating is still there... only the spawn type frequency is fixed.
    The Zombie Apoc is still there.
    and the new Deadly Apoc. In a nut-shell:
    "Supernatural activity in <zone X> detected." is the start (shows in Hero/Vill Zone Event chat)
    There will be 4 "banners" that appear on the mini-map. Get players to each banner and spawns will start appearing at each location. Kill enough spawns to make the banners vulnerable. Once vulnerable, take down all 4 banners to spawn a GM. Take him down to get 2 merits + a temp power. Only have 20mins to take all the banners down, then the zone resets.
  7. Solo. Bosses on when solo. (Yes Lts that promote to Boss rank do the same animation and loss of lock.)
  8. Net's Idea (recycled from.. 10+ years ago on a MuD)

    Crafting Items has 2 flavors: Safe and Experimental
    In safe crafting mode, you follow the forumla and get the known result. No chance for random effects, good or bad. Cost is normal, so is the amount of components.

    In experimental mode, you have the base formula, but can add additional items in an attempt to bring about small boosts to the end result. What you add determines the chance and types of bonuses you can get. But it also adds a chance of "boom"; that is complete failure with the loss of everything used with nothing to show for it. There is a chance that nothing will happen as well and you get the normal result.

    Extended to the CoX system:
    The safe and experimental modes would exist but with a few additional restrictions.
    When you successful create something in experimental mode, you get a temp power that reduces the chance of another by 25% for 1hr (to discourage factories). You can only experiment with recipes at or below your level. A "boom" result gives a 100% cost increase for 24 hours (shaken from the failure, you are far more cautious). The end result would be the basic IO with minor additions, not to exceed 33% of the base improvement for a single attribute, 25% for 2, and 20% for 3. The amount of reduction in the base stat would be 5% for 1 additional stat, 7.5% for 2 and 10% for 3. The amount of the boost is proportional to the type of salvage added and inversly proportional to the chance of success. That is, the better the boost requires better salvage, but has a less chance of success. Alchemist and Field Crafter give small increases to chance of success.
    Example: A L30 Damage IO gives 34.8% boost. You decide to add some rare salvage to the mix and poof, you get a L30 Damage/Acc/Rech 32.2/8.7/8.7 IO.
    Because of the unstable nature of these experimental IOs, neither WentWorths or the Black Market will deal with them. Player to Player transactions are the only way they can be traded. (yes this is intentional, again, to marginalize factories, and to minimize the sheer volume of additional IOs that would need to be accounted and sorted through).

    -net
  9. I was taking my new Elec/SM scrapper through the Croatoa arcs. Got to the Red Cap missions. Start fighting one, he dives under and pops up a Lt. No biggie so far. Now when the new Lt gets to about 25% health he plays the "pop-up from under ground with a spin" animation. He didnt increase in rank or heal back his hps, but it did cause me to lose lock on him (I hit another attack power and I switched targets while he did this animation).
    I thought it might just be a timing quirk.. but it happened again... and again. Its not a huge deal because the mob didn't promote a second time or heal, but the losing lock qualifies as annoying.

    Net
  10. As I recall, you can still set Players Debuffed, Enemies Buffed, No Temp Power, No Pool Powers for additional challenge. The TF difficulty panel still works just fine.
  11. Quote:
    Originally Posted by EN3MY View Post
    To be honest Net, I dont see you having a problem with that build other than the lack of perception. You have a nice HP bonus and Dmg buff to stack with FE and BU.

    Maybe since everyone has Stealth IOs and/or Stealth and Invis and you dont have perception,may be your biggest weakness. Grab some yellows and roll out!

    The Fyre Epic does pretty nasty pvp dmg, stacked with FE (Firey Embrace) and BU, you should be able to handle pretty much most AT's.

    My attack chain would be, BU and/or FE + Char + GFS + Fire blast or Incinerate depending on the range of your opponent.

    Not having Super Speed sucks, but can be done without if you are aware of the fight around you.

    The only thing you have to do, is not take your self out thefight befoe the fight, Thinking that you are going to lose because you pve that toon.
    I never said he was PvP gimp... just PvE optimized. 'Mouse does respectable in arena PvP because indoor maps help me control the battlefield. Zone PvP I just dont have the mobility (and complete lack -spd res) to deal with serious kiting. But as with most heavy melee'rs, if I can get a squishy in close, Ill win. If they keep range, ill lose. I know where my strengths are, and as you might expect, I tend to favor that enviroment.
  12. Here is my fire/fire/fire tanker.
    Heavily PvE optimized. Rip at will.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33)
    Level 2: Healing Flames -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(23), Numna-Heal(25), Mrcl-Heal(25), Mrcl-Heal/Rchg(27)
    Level 4: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx(5), TtmC'tng-ResDam/EndRdx/Rchg(7)
    Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
    Level 8: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Def/Rchg(9), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(11)
    Level 10: Taunt -- Zinger-Taunt/Rchg/Rng(A)
    Level 12: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 14: Super Jump -- ULeap-Stlth(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(45)
    Level 24: Boxing -- RechRdx-I(A)
    Level 26: Build Up -- RechRdx-I(A), RechRdx-I(40)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(37), Aegis-Psi/Status(43), TtmC'tng-ResDam(46)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def/EndRdx(34), LkGmblr-Def(42)
    Level 35: Incinerate -- T'Death-Dmg/EndRdx(A), T'Death-Acc/Dmg(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
    Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 41: Char -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-Rchg/Hold(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Acc/EndRdx/Rchg(46), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 19.5% DamageBuff(Smashing)
    • 19.5% DamageBuff(Lethal)
    • 19.5% DamageBuff(Fire)
    • 19.5% DamageBuff(Cold)
    • 19.5% DamageBuff(Energy)
    • 19.5% DamageBuff(Negative)
    • 19.5% DamageBuff(Toxic)
    • 19.5% DamageBuff(Psionic)
    • 16.1% Defense(Smashing)
    • 16.1% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 23.6% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 45% Enhancement(Accuracy)
    • 42.5% Enhancement(RechargeTime)
    • 2.5% Enhancement(Held)
    • 5% FlySpeed
    • 246 HP (13.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 11%
    • MezResist(Sleep) 6.6%
    • MezResist(Stun) 6.6%
    • 14% (0.23 End/sec) Recovery
    • 32% (2.5 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 5% RunSpeed
  13. Actually I dont PvP with my Bots MM. I know I should, but I dont use him much at all. If ever there was an easy button in this game, Bots/Dark is it. With IOs he sits softcapped to range and AoE, with 35% melee. I just feel dirty using him anymore.

    Anyways, Ill get a post up from Mids later today for my fire/fire/fire tanker. Heavily optimized for PvE, and while a decent in PvP, it lacks the punch and mobility needed in zone PvP. Fire Melee's DoT is great for grinding away hps, but the lack of burst beyond the FE GFS hampers it.
  14. The biggest draw back to PvP is that there is little to no "middle ground".

    In one corner you have the srs PvP'ers talking about Purple'd and PvPIO'd builds. They are min-maxed to the extreme. They know the quirks of the system and know how to abuse them. They have want to kill anyone as quickly as possible as be done with it.

    In the other corner you have the PvE'r who pokes into PvP zones on occasion, but really is PvE optimized, cant really afford a second IO'ed build just for PvP. Gets crushed by afore mentioned srs PvP'r, subsequently mocked, then leaves and doesn't come back.

    There really isn't an entry point for the casual PvP player aside from private arena matches. Zone PvP just isn't much fun unless there are enough on each side that the casual player can blend in and not have a massive bulls-eye over head.

    I keep 95% of my PvP to the arena in private matches with friends because I know that we aren't suprsrs about it and after its done the only gloating I have to deal with is "thx 4 th3 IO drop".

    net
  15. It was actually really easy to get all the banners in 1 pass.

    As people funnelled into the zone, teams were formed and orders given to fan out.

    As the damage bar went up, I called out the order, and assembled my team at the first one (red.. in KR). I called out the next as the red one was falling. Rinse. Repeat. I didnt have problems getting people to listen.

    There were people at the other banners as we marched in and cleaned up, but the 2 teams that were working together were able to get badges for all those in range of everything when they fell. The GM went down fast as well. Total time was 18 mins for all 6 badges. +2 merits. Woot.
  16. NetMinder

    The 600 Club!

    Finally back over 600 redside with i Nubis with the Halloween badges this year.
    602!

    682 blue side now. 700 is only an issue or so away. =)
  17. You also may want to re-seat the video card in the slot and make sure the connectors are clean. The low-level checks of what is in each slot is usually done by monitoring specific connections for voltage levels. The more detailed information comes from actual bus traffic, but if for whatever reasons, you arent getting a good connection on some of the lines, it can cause a mis-read of the hardware.
  18. nVidia cards do not support 2 full screen applications at once. You can run them windowed (but maximized) just fine. Just not as full screen.
  19. You would to post the diagnostics for more details, but that sort of problem makes me think overheating or power supply issue.
  20. Fab one. Hit the fabric store for a pattern and some purple fabric. Probably take about 2-3 hours tops to cut and sew one together. Total cost.. about $20 (pattern+fabric).
  21. No thread killing topic this time, but rather....

    "What's your kid (or you) going as for Halloween?"

    My son requested Bowser (from Mario series.. not Bowser from Shanana). And Im diligently working on it. Foam spikes FTW!

    I was working on a quad suit, but I didnt get all the parts in for it so it will have to wait till next year. (The eldest is really into Naruto so I entertained the idea of making a Kyuubi costume.) No new costume for me this year *sigh*

    net
  22. It depends on if you have alot of people, or a single team of 8.

    With a single team, you need 2 at each station until you can attack them, then you need to regroup at 1 and take them down 1 at a time.

    With large numbers you dont need that level of precision.
  23. NetMinder

    Zee Oh Em Gee

    One of these years I need to get back on the con-going mode.

    Haven't made one since GenCon '06. Then again, most cons just seem tiny compared to GenCon Indy.

    Minor ret-con. I did stop by Wizards World Chicago in 07, but it was in passing. Not a 4day weekend thing like most cons.
  24. NetMinder

    Champion PvP?

    Okay so I forgot about Bloody Bay. Its less PvP zone and more the place to reload on Shivans. And grief Witty.
  25. NetMinder

    Champion PvP?

    1. Some, yes.
    2. Random.
    3. RV and arena mostly. Other 2 are mostly dead.
    4. Pretty much.