RevolverMike

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  1. If COH2 gets made and we cannot transfer over our current characters and their builds/IO's. Having to start from nothing for an updated game engine and graphics would seriously annoy me enough to just not play anymore.
  2. Quote:
    Originally Posted by Dr. Aeon View Post
    Hello everyone!

    I appreciate the feedback you’ve all been given here and on the beta forums. I’ve just made the following changes:


    1) Statesman’s Pal will remain Statesman’s Pal and will be given out when completing ‘A Hero’s Hero’, the original Maria Jenkin’s arc, in flashback

    2) Positron’s Pal will be given out when completing, ‘A Hero’s Epic’, the new Maria Jenkin’s arc

    3) Sister Psyche’s Comrade will remain the same and be given out when completing Psyche’s task force in flashback once Issue 23 is launched.

    4) Penelope Yin’s Friend will be rewarded when completing her new task force

    5) The Task Force Commander badge will be rewarded by having either Penelope Yin’s Friend or Sister Psyche’s Comrade

    Thanks again for all your feedback!

    Dr. Aeon
    Doc Aeon and Bat Aeon are the best.
  3. RevolverMike

    Yawn

    Quote:
    Originally Posted by Amygdala View Post

    Haha!


    This server has some good people.
  4. RevolverMike

    Yawn

    Quote:
    Originally Posted by Cobalt Azurean View Post

    haha. This is why Cobalt is awesome.
  5. RevolverMike

    Yawn

    Quote:
    Originally Posted by Cobalt Azurean View Post
    That's so Strykeforce and four years ago.

    There, we've now had yet another "drama" thread with SF in it.
    I wish I was around long enough to know what all this means.


    Quote:
    Originally Posted by Cobalt Azurean View Post

    Edit: You might want to get those black balls checked out.
    Could you recommend the Doc that helped you with your blue ones?
  6. RevolverMike

    Yawn

    Quote:
    Originally Posted by Schismatrix View Post
    And that's ignoring the overall awkwardness of your phrasing.
    Awkwardness indeed.



    In other news, Acemace hits like a tank. Which we all know isnt very hard at all.


    In before being removed from Nexus and black balled from ITrials? haha.
  7. RevolverMike

    Yawn

    Cobalts mothers a smurf.
  8. Quote:
    Originally Posted by Aggelakis View Post
    Keep in mind that it takes three reward tokens to get the full Celestial set, which translates roughly into $25-45 (depending on the bulk deal you get for points, or your monthly sub cost -- barring crazy things like clearance time cards or whatever). I'd be pretty cheesed if they took such a substantial drop in price as to be released at 400pp (that is only $5!), so I wouldn't want to see them for less than, say, 1200-1600pp on the PMarket ($15-20).

    Except the T9's would get to play with the shineys for like a year before everyone else could buy them. That price point is redic for a costume set for points. 800 would be sufficient.
  9. Quote:
    Originally Posted by SoundShield View Post
    According to the in-game power stats the fortunata's sooth is on a 6sec cooldown if I recall correctly.

    The buff from this pet is a token +5% tohit/1mag confuse protection, which seems to get toggled on and off randomly, so the heal is its' stronger trait, I just wish it would use it in a semi-reliable fashion.

    I feel like I probably missed a huge lore pet discussion thread somewhere that's already covered/debated this stuff, and the incarnate system as a whole has a lot more balance issues than 1 random pet, but I'll be /bug'ing it after more testing, I wonder if agility's +recharge is breaking her 'attack' chain.
    Your Fortunata's idea of you being in need of a heal and her idea must be different than. I wonder what the Dev's actually have it set to for the perimeters for going off.
  10. I only have one support Lore on a toon and its not Arachnos. I can tell you tho that its heal isnt up very often. I'm assuming thats not their main purpose since they dont seem to be focusing on it and so thats not what I use them for. Use them for the buffs and the heals are just extra.
  11. RevolverMike

    What to roll

    Thanks. How helpful of you.


    Rather than some advice coming from some experience a link to a wiki I'm very familiar with.
  12. RevolverMike

    What to roll

    Was rolling bronze level 10's for steadfasts but recently switched over to 20-24 range for the chance to also get kinetic combat/reactive armor/etc. Problem is I can burn through all my tickets and end up with no kinetic combats (lots of kinetic crashes tho ) and no steadfasts +def. Seems to be happening a lot lately. Is there another category that is better off with a smaller pool of those same IO's?
  13. Quote:
    Originally Posted by Artorios_Rex View Post
    Champion. "The community server, or GTFO." -- Cobalt Azurean. Seriously though, lots of really high-quality folks on Champion. Skilled, helpful, high signal-to-noise ratio.

    Second this.
  14. This is a great way to justify you getting celestial, fire/ice, and soon mecha.

    But than what would the elite snobs of the game have over us?

    Surely we must think of them as well.


    I'm currently in tier 6 as well. Just be patient. So we miss out on celestial and prolly fire/ice until they come out again. Great looking pieces but it looks like your surviving just fine without them right now.
  15. My main did it solo.

    Granted my main is T4 in all slots.

    It's possible. Throw up barrier and judgement your way through it.
  16. cool birthday present for myself.
  17. RevolverMike

    Concept Build?

    Heres something to ponder, I recently threw together a Corr build in Mids that took Sonic as its secondary. The build only takes sonic siphon and sonic dispersion. The concept was for an "armored" ranged character. It's currently sitting at S/L softcap and 75% resists to S/L while everything else but psi is at around 20%.

    Its bad for an empath to not take attacks, but is it bad for a Corr to not take ally shields?
  18. I love the pop up we get during trials as it makes whats going on clear if its your first time, and even after. But I will say on some of the more complicated trials it is a pain that its so big. My monitor broke about a year ago and ive been using an old one that was already here and not being used, so ever since things have gotten really cluttered on my screen regarding the UI. Looking forward to the day I have more inches and more pixels again.
  19. All I have to say is

    "Do you want my brother to come in and help? He can get you started, I know he wouldnt mind. Or I can turn over and you can pretend I'm him"

  20. Quote:
    Originally Posted by MisterD View Post
    Noticed a huuuge bug the other night when playing with my Rad/Rad corr build. I was looking at my total end cost, with all my toggles + the 2 rad debuffs on.
    Then I hovered over some of my attacks..and saw they has an Accuracy of 97%..this WITH all my IOs etc. Something was up.
    SO I look at totals again..my Global to hit is -40%! For some reason, the debuff portion of the rad toggles is applying to you...so I had -20odd % resists, -40to hit etc etc.

    Yeah, debuffs are applying to the players when toggled on. Throw in either of the -resistance procs and toggle that attack on and your resistance will drop by 20.
  21. Updated build. Still 5 seconds off perma hasten. Still softcapped. 800% passive regen tho. Additional note, need to turn on spiritual alpha to get the 800%, and I instant healing is at 181 seconds recharge. So it's 90 seconds on and than 90 seconds without it. Which isnt bad at all.

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

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (17) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Fast Healing
    • (A) Numina's Convalescence - Heal
    • (3) Numina's Convalescence - Heal/Endurance
    Level 2: Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (19) Kinetic Combat - Damage/Endurance
    • (23) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    • (48) Mako's Bite - Accuracy/Endurance/Recharge
    Level 4: Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (11) Kinetic Combat - Damage/Endurance/Recharge
    • (25) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (29) Achilles' Heel - Chance for Res Debuff
    Level 6: Spin
    • (A) Armageddon - Chance for Fire Damage
    • (29) Armageddon - Damage/Endurance
    • (31) Armageddon - Accuracy/Recharge
    • (31) Armageddon - Accuracy/Damage/Recharge
    • (31) Armageddon - Damage/Recharge
    • (33) Fury of the Gladiator - Chance for Res Debuff
    Level 8: Follow Up
    • (A) Scrapper's Strike - Accuracy/Damage
    • (9) Scrapper's Strike - Damage/Recharge
    • (9) Scrapper's Strike - Accuracy/Damage/Recharge
    • (11) Rectified Reticle - To Hit Buff
    • (13) Rectified Reticle - To Hit Buff/Recharge
    Level 10: Reconstruction
    • (A) Doctored Wounds - Recharge
    • (34) Doctored Wounds - Heal
    • (36) Doctored Wounds - Heal/Endurance/Recharge
    • (36) Doctored Wounds - Endurance/Recharge
    • (36) Doctored Wounds - Heal/Endurance
    Level 12: Dull Pain
    • (A) Doctored Wounds - Recharge
    • (33) Doctored Wounds - Heal
    • (33) Doctored Wounds - Heal/Endurance/Recharge
    • (34) Doctored Wounds - Heal/Endurance
    • (34) Doctored Wounds - Endurance/Recharge
    Level 14: Quick Recovery
    • (A) Performance Shifter - Chance for +End
    • (15) Performance Shifter - EndMod
    • (15) Endurance Modification IO
    Level 16: Integration
    • (A) Doctored Wounds - Recharge
    • (40) Doctored Wounds - Heal
    • (40) Doctored Wounds - Heal/Endurance/Recharge
    • (40) Doctored Wounds - Heal/Endurance
    • (43) Doctored Wounds - Endurance/Recharge
    Level 18: Focus
    • (A) Apocalypse - Chance of Damage(Negative)
    • (37) Apocalypse - Accuracy/Damage/Recharge
    • (37) Devastation - Accuracy/Damage/Endurance/Recharge
    • (37) Devastation - Accuracy/Damage/Recharge
    • (39) Entropic Chaos - Accuracy/Damage
    • (39) Entropic Chaos - Damage/Endurance
    Level 20: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 22: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 24: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense
    • (50) Kismet - Accuracy +6%
    Level 26: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 28: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense
    Level 30: Resilience
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 32: Instant Healing
    • (A) Doctored Wounds - Recharge
    • (43) Doctored Wounds - Heal
    • (45) Doctored Wounds - Heal/Endurance/Recharge
    • (45) Doctored Wounds - Endurance/Recharge
    • (45) Doctored Wounds - Heal/Endurance
    Level 35: Eviscerate
    • (A) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (46) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (46) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
    Level 38: Focused Accuracy
    • (A) Rectified Reticle - To Hit Buff
    • (39) Rectified Reticle - To Hit Buff/Recharge
    Level 41: Physical Perfection
    • (A) Numina's Convalescence - Heal
    • (42) Numina's Convalescence - Heal/Endurance
    • (42) Performance Shifter - EndMod
    • (42) Endurance Modification IO
    Level 44: Moment of Glory
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Recharge
    Level 47: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    Level 49: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (50) Rectified Reticle - To Hit Buff/Recharge
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - Heal
    • (3) Numina's Convalescence - Heal/Endurance
    • (7) Miracle - +Recovery
    • (7) Regenerative Tissue - +Regeneration
    • (13) Panacea - +Hit Points/Endurance
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (5) Performance Shifter - EndMod
    • (5) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 34.13% Defense(Smashing)
    • 34.13% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 20.06% Defense(Melee)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 15% Enhancement(Accuracy)
    • 60% Enhancement(RechargeTime)
    • 16% Enhancement(Heal)
    • 10% FlySpeed
    • 140.6 HP (10.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 11%
    • MezResist(Terrorized) 8.8%
    • 4% (0.07 End/sec) Recovery
    • 114% (6.36 HP/sec) Regeneration
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 10% RunSpeed
    • 36% ModifyEffect PlayerCrit
  22. Quote:
    Originally Posted by Synesence View Post
    Okay, so I played yesterday leaving NR off, and my god, you guys weren't kidding! I've been wondering how I keep losing endurance in the past, and with NR turned off, my endurance is perfectly stable. Haven't popped any blue insps during fights yesterday, and CJ is great!

    Now then, it seems the issue is not with NR being toggled with CJ on, but also cause NR eats endurance as much as Super Speed. I think the endurance cost should be reduced to around .2/sec instead of .46. After all, the description says that it's not as fast as Super Speed, so why should it eat the same amount of endurance? Plus, it costs 500 PP, shouldn't it be easy on the endurance?

    So yes, CJ+NR and reduce Endcost of NR to .2 or less. I like Ninja Run's stance, it fits Stalkers nicely.

    Looks like we're both learning. I'm going back and trying to fit CJ into my previous builds. Thankfully I dont have too many 50's yet and my main has hover so I didnt have to worry about it there. Moved some powers in my trays around and actively trying to not keep ninja run on. Granted, running around during a TPN it stayed on. Destroying a technician wasnt hard on my Blue bar while using it. But for more epic fights I switch to hover and shut NR off.

    We'll have to see how my main does with either Musculature or Intuition Alpha now rather than Cardiac.
  23. RevolverMike

    Concept Build?

    I think this is a really interesting topic. Especially since when I'm done kitting out my current projects and a couple I have lined up after that I want to start on a non supered archer character. This doesnt mean I'll be skipping primary/secondary powers but it does mean i'll be purposely not slotting purples everywhere or any other really expensive IO's.

    How does everyone feel about something like that? Prolly not something most would mind, but in my head I am "gimping" this character. Especially after the 10 or more characters before it will get as many purples/LotG's as they want along with recovery procs.
  24. Quote:
    Originally Posted by Primantiss View Post
    Well, if the person is left handed I could see that working. Sounds kinda awkward if one is right handed though.

    Once again falls into that "to each their own" catagory haha.

    Haha. I am right handed.