Rodion

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    tl/dr IMO perma dom is the highest slotting priority on a dom because domination is just way too good lol
    I concur.

    If all the mobs (even the bosses) are held or stunned, your defense is effectively infinite because they're not attacking.

    Perma-dom also gives you increased duration on your mezzes, and a fast recharging endurance restoration power.

    You should build first to your strengths, and then go for defense.

    (Edit)

    Also, if you take the Fighting pool that's three power picks you don't have. I chose to go with the Fire Epic on my Earth/Fire, giving me two more AoE attacks. I couldn't really fit what matters most (holds and damage) into my build if I took Tough and Weave.
  2. I would have no complaints with Gravity if Wormhole were made better.

    Right now it has a serious problem because it aggroes the mobs the instant you start activating it, but it takes more than three (!) seconds to activate it, giving the mobs you're targeting plenty of time to turn around and shoot you, or even run up to you and use melee attacks.

    You can target mobs you can't see using the power (select the target and then move out of view), by which you can ameliorate some of the problems with aggro by hiding behind geometry on the map. But the range isn't long enough to make this work on many maps, especially big open ones with no walls or other obstructions. It also takes a long time to find an appropriate place to stand while teleporting, and an appropriate target location where you put them. Which makes using the power with a team a waste of time.

    Then the knockback will also scatter mobs if you don't have a good place to put them (like a corner). If the team is already engaged, it's not really good form to teleport all the mobs away from them in most circumstances.

    These problems make this power usable only rarely. Wormhole is similar to Fire's Flashfire or Earth's Stalagmites, but it is much less useful even though it's higher level.

    It's got too many gimmicks associated with it, and the value the dev's perceive the teleport capability to have does not counterbalance all the downsides of the slow activation, the knockback and the fact that teleporting entire spawns away is almost never what the rest of the team wants.
  3. Quote:
    Originally Posted by Dawnslayer View Post
    I thought Defense but is it pointless because Elec armor has NO def debuff resistance?
    It's not pointless, because if you're at the softcap it can take several attacks before they actually hit you and the defense cascade failure begins. If you can knock them down with Footstomp that lengthens the time your defense will last.

    In the long haul, they'll eventually chisel away your defense, yes. But in the short to medium haul they'll all be dead.

    And by the way, there is a way to for anyone to get defense debuff resistance now, with Incarnate Ageless (I think). It tapers off over time, but you might take a look and see if it works for you.
  4. Quote:
    Originally Posted by Tormentoso View Post
    Any chance we can get a LFT chat channel to go along 'Help'? That would divide the rants and make it easier for new people to find teams. Right now my impression is that being a Free player will be a lonely existence w/o some mentor.
    It will be like it was back in the beginning of CoH: people used to congregate by the gate in the Hollows, using local chat to find other players. People didn't understand the team search window, or didn't bother to use it.

    And then the same thing happened when AE teams were big: everyone stood around in the AE building looking for teams using zone or local chat

    For that matter, it's that way for trials right now. The vast majority of league members come from people standing around in a staging area like RWZ or Pocket D. They use broadcast/local chat to announce the formation of trials and player availability.

    F2P players will quickly learn the same lessons and congregate in similar places.
  5. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    I don't expect purples to go for peanuts and given the difficulty in attaining them etc, I'd say their price range as it stands now is about right. But 150 million for kinetic combat? When a single alignment merit will buy it? Crazy. All you gotta do is wait 2 days.
    It's not crazy. It's the very definition of demand. Instant gratification is the core of all video games, so patience is not something you can expect to find in the general population.

    I also think a lot of people don't understand how the market functions, or how alignment merits work. They seem to think the prices listed in the market window are the asking prices, rather than the last few prices sold for. They seem to think you have to pay the amount listed.

    Many people don't seem to know that they can do a few tip missions a day and then cash in the alignment merit for the thing they want.

    For every one person who reads the forums and understands how the market functions, there are probably scores who have only the foggiest notion of how things actually work. Every other day another one of them wanders into the forums and asks how to make more money, or complains about how speculators are manipulating the price of common salvage.

    People who've been around a long time underestimate the amount of knowledge it takes to play this game in "easy mode." Once you know everything it all seems so simple. But new players are inundated by all there is to know, and have a hard time figuring out where to start.
  6. Quote:
    Originally Posted by Comfort View Post
    I'm sitting here staring at my mids for hours. I have discovered the ultimate build for my brute, which is beyond top secret due to the extremity with which my brute will rock faces. However, I have one question nagging at my mind, and I'm wondering if it's the exhaust port on my death star.

    Smashing/Lethal defense vs Melee. To my understanding the game makes a check against one for attacks, whichever one is higher. It would seem smashing/lethal covers most if not all melee attacks and is much easier to cap.

    Are there any melee attacks that are not smashing/lethal? Is having a melee defense redundant with a high smashing/lethal defense or vice versa?
    I originally went with melee on my SS/Electric brute as an experiment -- it was basically cheaper because I didn't need Kinetic Combats. It did not perform well enough. Lots of things hurt me a lot (Malta gunfighters, for example). Switching to S/L resolved the issues, even though the character is just shy of being soft-capped.

    The Barrier Destiny incarnate may ultimately make hitting the softcap unnecessary for standard content, and on a league with several characters with Barrier who can coordinate its use pretty much everyone can be soft-capped all the time.
  7. Rodion

    Earth/ what?!

    Quote:
    Originally Posted by Saltyhero13 View Post
    In my mind it comes down to a question of playstyle and a tolerance for redraw. The playstyle contrast would be Mid range to Melee (Earth/Thorny) vs. Long range with the option of playing melee (Earth/Fire). The safety Earth/ provides can feasibly support both playstyles.
    I had a Plant/Thorn and deleted it at 35. The redraw bugged me (I know it doesn't really matter in practical terms, but we all have our quirks).

    I have an Earth/Fire/Fire dom and really like it. No real downside to it: it wasn't too hard to make perma dom. I didn't bother with high defenses; when everything is locked down, slowed, or bouncing around on the ground, while being burnt to a crisp, they don't have much opportunity to shoot back at you.
  8. Rodion

    F2P & Virtue

    Quote:
    Originally Posted by VoodooGirl View Post
    Some people are concerned that F2P will be destroying vibrant communities, like Virtue.

    I think quite the opposite.
    I don't think that F2P players will destroy the community, but the inevitable spammers and RMTers that follow them may make life less pleasant.

    However, the increased load due to a large influx of F2P players does concern me. I notice a significantly slower response to commands in all phases in the BAF trial on Virtue, compared to servers with smaller loads (which experience significant server-side lag only during the prisoner escape phase).
  9. Quote:
    Originally Posted by Luna de Nocturne View Post
    So it's exciting to think I can save my little points and get the darn Reveal Map
    If only that power worked in the Lambda trial...
  10. Quote:
    Originally Posted by Amish_Justice View Post
    Why isn't this a priority? I haven't heard word-one from any Red Names that any of this is being worked on. Are they just resigned to have a faulty mechanism for searching for teams?
    I almost never use the team search window to find other players. I either team with friends whose global handles I have, or use global chat channels to find other players. For trials, there are certain locations where people congregate, so team search isn't used for them.

    My guess is that the devs realize that players tend to team with acquaintances or use the server channels to find teams. A more sophisticated team search window wouldn't significantly change that dynamic, I would guess.

    Finally, the trial LFG queue is an end-around the team search window. In theory you just queue up for the trial you want and when enough other like-minded people do so, the trial just starts.

    If that's the direction they're going, any time spent on the team search window is wasted effort.
  11. Quote:
    Originally Posted by Clouded View Post
    I've noticed more failures on the trials lately. Actually, I should say the BAF. The prisoner phase use to be a no brainer but it seems people are failing it more and more lately.
    I've been on a couple of those failed BAFs in the last couple of days, and in our case it was a decided lack of slows, immobilizes and holds, and the desire of the league leader to pack the team with 20+ players who didn't have the wherewithal to stop that many mobs when slowed down by all the server lag.

    After failing one of those, we went again with only 15 players, one of whom ran an Earth/Storm, and not one prisoner escaped.
  12. Quote:
    Originally Posted by Sailboat View Post
    Pets get parked in doorways (where they at least block vision, if not movement) or drag unwanted aggro with them. Immobilizes can lock the foes in a spread-out position, hurting AoE and those "foe-buffed" powersets you're talking about. Ranged players of every stripe block doorways -- I try to remind myself to be gentle about asking them to move, but it's quite exasperating.
    Yes, I personally despise playing with Masterminds more than characters with knockback. The pets are always in my way, whether I'm a ranged character or a melee character.

    It's also true that many melee characters have powers with knockback as well: Mace, Super Strength, Martial Arts all have knockback attacks. And even Broadsword Scrappers and Ice Tankers can generate knockback against lower-conning foes (because the purple patch increases knockdown to knockback), or ones that are especially weak to knockback.

    If other players can't handle playing with a character who's using knockback correctly, you don't want to play with them. I know that with trials you have much less of a choice of who you play with, but it goes both ways: they need a minimum number of players to run a trial, and usually can't afford to be that picky. It's also easy to avoid attacking mobs in trials that melee characters are engaged with, and the ones that really matter (the AVs, EBs, etc.) are immune to KB anyway.

    If you avoid KBing a melee character's current target, and immediately destroy anything you do knock back, no one can complain about your play. The other thing is that if you're on a team with a tanker, you can often go into melee and use your heavy-hitting melee attacks with complete impunity (unless the foes are using lots of AoEs).

    If you do it right, the team won't even realize that you have knockback powers. That does mean not splashing every mob with your AoE attacks, but such is life. If you wanted big AoE damage you would have rolled a Fire blaster.

    I therefore don't see a need to devote developer resources to fixing something that is really just a player tactics and perception issue, rather than an actual bug.
  13. Quote:
    Originally Posted by xerxes1551 View Post
    After returning to CoH (again), I am determined to get this character to 50 (currently 48). So basically I slapped this build together based on my research in the forums coupled with basic (noob-like) knowledge on how the sets/bonuses mesh together. As you can tell, it is not finished. I am open to any and all suggestions. Some powers I chose, like hover/fly, are for concept reasons, others like the Mace Mastery set ruin the concept of my character (the mace and pet) but I understand the importance of Scorpion Shield. I would be willing to take any powers to fill the empty slots for set bonuses, I just may not use them all that often. The powers I have slotted I already use in my rotations and plan to keep. Currently I am unsure if I should keep Siphon Power or replace it as I don't know how it works with Fulcrum Shift.

    Here's my build. It's softcapped for S/L and energy defense, but doesn't use Kinetic Combat, so it could be cheaper. It may give you some ideas.

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

    Click this DataLink to open the build!

    Ilyich: Level 50 Science Corruptor
    Primary Power Set: Radiation Blast
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: X-Ray Beam -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Acc/Dmg/EndRdx(17)
    Level 1: Transfusion -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Mrcl-Heal/Rchg(13), Mrcl-Heal/EndRdx/Rchg(23), Mrcl-Heal(27)
    Level 2: Neutrino Bolt -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21)
    Level 4: Irradiate -- Oblit-%Dam(A), Oblit-Dmg(9), Oblit-Acc/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Dmg/Rchg(17)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Siphon Power -- Acc-I(A), Acc-I(36)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(25)
    Level 12: Hover -- Krma-ResKB(A)
    Level 14: Fly -- Zephyr-Travel(A)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Cosmic Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(33)
    Level 20: Speed Boost -- Winter-ResSlow(A)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(31), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34)
    Level 24: Increase Density -- S'fstPrt-ResDam/Def+(A)
    Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37)
    Level 28: Aim -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam(34), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 32: Atomic Blast -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Transference -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod(37), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Rchg(39)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), Acc-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(46), RedFtn-EndRdx/Rchg(46)
    Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(50), RedFtn-EndRdx(50)
    Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48), Enf'dOp-Immob/Rng(48)
    Level 49: Web Cocoon -- HO:Endo(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(46)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. Quote:
    Originally Posted by magikwand View Post
    I prefer brutes, corrupters, and scrappers personally. I don't mind tankers or stalkers. I don't particularly care for dominators or controllers. It is ok to have preferences when it comes to this game. I will say that it definitely helps to have leveled at least one of each AT to a high level so you can know what your team mates are generally capable of when teaming.

    It reminds me of an Xmen comic with Rogue and Storm trying to save a ship full of sailors from doom blowing in on a crazy storm at sea. Rogue believed Storm should have been able to just "dissipate" the storm and save the day until she sampled her power and realized that it simply wasn't that easy. I believe knowing how each AT generally responds and what each can do will make you a well rounded player.
    Yes, it's hard to understand another AT until you've played 50 levels in their shoes.

    It really helps to know what your character needs to do to help the team, and what synergies there are. For example, when you're playing a SS tanker one of your attacks has a hold built in. The tanker and controller can coordinate this to hold a problematic boss immediately. Some defenders think they need to clear mind everyone on the team, not realizing that melee characters don't need it 99.9% of the time.

    The only characters I just have not been able to stand are Khelds. I've gotten one to 20 but deleted it. The other forms are just ugly and not customizable (I harbor a similar prejudice against stone tankers). I don't like the way the squid flies, I don't like switching forms constantly during play (I find it gimmicky), and a human-form isn't significantly different from a blaster or similar AT to make it worthwhile. And having only the human form seems to miss the entire point of being a Kheld.

    The thing about playing different ATs is that they really do require a different mindset. I think blasters are the most radical. If you don't get into the blaster mindset you quickly wind up dead. But once you get it, you don't die any more frequently than another AT. Blasters who think dying is just part of being a blaster aren't doing it right.
  15. Quote:
    Originally Posted by je_saist View Post
    No. It was addressed by the developers in response to a player question, I want to say during one of the Q&A sessions. However it was made clear that cross-server teaming was something that was way down on the list of development priorities.

    As far as the players have been made aware cross-server teaming requires changes to:
    ...
    I think it more likely that trials would run on a separate trial server, rather than on another home server. Such an implementation would be simpler. Trials take place in a single instance for an extremely limited time. Nothing would be permanent. You wouldn't be bopping back and forth from one zone to another on a foreign server. No invitations would be involved, you'd just queue for the trial and you'd be thrown into it with other players, potentially from other servers.

    That's not to say that the implementation would be trivial. Issues such as name disambiguation need to be addressed. And they have to make sure you and and all your stuff get into the trial and back to your home server intact. But it avoids issues with cross server play such as super group membership, market transactions, and so on.

    This would be a boon for small population servers, where you can often wait for hours until enough people show up for a trial. If that implementation proves out, regular task forces could be adapted and implemented as trials. That could make the whole issue of server population a moot point.
  16. Quote:
    Originally Posted by Bramphousian View Post
    I started out with tanks and scrappers, and started leveling a rad/kin corruptor a couple of years ago. I wasn't particularly fond of it, but admittedly, it was not really knowing much about their strengths or weaknesses. I leveled him to 50, out of sheer stubbornness, but I didn't enjoy him very much.
    I had a rad/kin that I toughed out to 50 as well. I really didn't enjoy it at all. But at 50 I looked at him and wondered what I could do to make him fun.

    After respeccing for soft-capped S/L and Energy defense he is actually not bad at all. The problem was getting creamed in melee, and since you have to be in melee to take advantage of your own Fulcrum Shift buffs, it made the character kind of pointless.

    I can solo pretty big spawns (x6 or x8 difficulty) with relative ease. There's still a problem with getting mezzed, but if you go with the Clarion Destiny power you can get near-perma mez resistance. I haven't done that yet with this character, but have with another and it's very nice.

    It wasn't that expensive a build, either. The most expensive things were two Obliteration sets, a set of four LotGs, a Steadfast: +Def and one LotG: +recharge. The LotG are optional, you could replace them with Red Fortunes with no loss of defense.

    PM me if you want to see my build.
  17. Rodion

    Non-healing Emp

    Quote:
    Originally Posted by CharybdisClan View Post
    My goal with this character is to:
    • Avoid the "you suck because I died and your heals suck" thing I fell into last time I had an emp.
    Not having heals at all will get you more criticism than anything you could possibly do wrong during play. There's no reason you can't do heals and buffs and use your attack powers.

    Having no heals will put you in the same category as "heal bots" who put their Healing Aura on auto and brag about having no attack powers. Bad teams won't want you, which is probably your goal, but good teams won't want you either because you've obviously got a chip on your shoulder.

    When you get a tell from someone saying, "we needz a h34l0r" you will know immediately that they're incompetent. Just don't team with them. If you're running regular content with tankers and they're dying something is wrong with their builds or their tactics.

    While healing should not be the mainstay of your duties, it is an important ancillary task that you should do as necessary. If you're don't have the powers to do that, you can't be a very good empath.

    It took me a while to learn how to monitor the health of my team as an empath: you have to watch the health levels out of the corner of your eye while attacking. But it's a good skill to have; it's especially useful for tankers to sense when the team's in trouble. When you come right down to it, it's a good skill for any AT to have.
  18. In the last two weeks I've got two purples (one Coercive Persuasion and the other a Ragnarok: Damage) on a TA defender I run on Freedom maybe three times a week. I've also got two other purples on other characters in trials.

    It makes me wonder if the odds are any different in the trials -- I get next to no common or uncommon recipes, but I seem to get more purples per unit time than when I run regular content.
  19. Rodion

    LAMDA bites

    Did a Lambda and a BAF for the first time on my Ice/Ice blaster today. No stealth at all, and minimal defense (Combat Jumping and Frozen Armor, plus 25% ranged defense mostly from IO set bonuses). Made it through both without a death, but had a couple of close calls in Lambda. Which reminded me of a trick that kept me alive.

    Put 6-8 greens in the left two columns of the inspiration window. When you start taking damage hammer the F1 or F2 key immediately. A lot of the damage in Lambda is DoT, and if you're fast you can survive the worst just by being able to use greens fast. Whenever I try to use the mouse to click inspirations I wind up dead; the keyboard is much more reliable for me.

    Don't worry about wasting greens. Too often players die with a full tray of inspirations. I know 95% of the time when I buy the farm it's because I didn't use any insps.

    I also got two rares for the two trials, so I didn't lose out on rewards if by playing cautiously as a blaster. I waited until a melee character attacked the crates and just used single-target attacks.
  20. Quote:
    Originally Posted by Maroon Warlock View Post
    Still, I am concerned that by the time I make a permadom, should I go that route, that the devs will have made permadom impossible, maybe by making it so that Domination is not affected by any kind of recharge whatsoever.
    I felt the same way, and deferred making a permadom for several years. But given the history of changes the devs have made to dominators, it seems unlikely that they are going to nerf the ability for recharge bonuses to affect Domination.

    Doms were drastically underplayed for years. The devs changed Domination a while back to remove the extra damage from Domination, giving dominators higher damage all the time. Significantly, they did not nerf Domination's recharge buffability when they made that change. And there were plenty of other powers that cannot have their recharge buffed that already existed, if the devs needed justification for nerfing something they thought was overpowered (One with the Shield and Strength of Will can't have their recharge increased, for example)

    Dominators lack the extra punch of damage of blasters, and the major buffs and debuffs of controllers. Mez protection, increased mez duration and magnitude are the main benefits permadom gives you. In the grand scheme of things, those are not particularly unbalancing: all melee characters have mez protection, and controllers have longer base mez durations, can critically mez and get a containment damage bonus.

    The other thing is that even when Domination is perma, there's usually not a lot of overlap. I've got Hasten on auto, so I have to activate Domination manually. It's fairly easy to miss that window if you're occupied: if you don't click Domination in time it goes down and you have to wait for it to recharge from scratch. I find that outside of combat it's very easy to miss clicking Domination when you're hunting glowies, talking with team mates, etc.

    Given all those factors, it it seems unlikely at this late date the devs will nerf Domination's recharge buffability.

    I'm not sure what you consider what a long time would be for making a permadom, but if you're already 50 you should be able to outfit a character in a few weeks of playing an hour or two a day. The Tier 4 Spiritual Alpha will also help you get Hasten to Recharge even faster, making permadom that much easier to attain. The sets I'd use would include 5 LotG: +Recharges, 2 sets of 4 Basilisk's Gaze, 3 sets of Positron's Blast, and one each of Obliteration, Stupefy, Dark Watcher's Despair, Expedient Reinforcement, Crushing Impact and Impervious Skin.

    Some of those recipes are ridiculously cheap and easily purchased on the market. Some you'd need to get with Alignment Merits, which means doing 5-6 tip missions as often as possible. Others you could get either with a-merits or on the market, depending on how much time and/or inf you have.

    I'd guess you would need in the neighborhood of 20 alignment merits and a decent pile of inf, which you could get in a few weeks with a combination of tip missions, Weekly Strike Forces (double reward merits, which you can usually convert to an alignment merit) and regular task forces.
  21. Quote:
    Originally Posted by Madamme Mayhem View Post
    SO a while ago i posted a build for an ice/ice/leviathan tanker and then i kinda changed my mind.....i like ice armour i just hate how it looks. Way to bulky etc.
    I found that you can color Ice Armor using custom colors so that it's nearly invisible. I changed mine to be dark blue and it doesn't look bulky at all -- you can barely see it.
  22. Quote:
    Originally Posted by Sumobenny View Post
    Hey, thanks a bunch, I actually never though about not 6 slotting, guess I automatically went straight to that idea =| lol
    Some of your six-slotted powers give you substantial ranged defense bonuses (Maneuvers with Red Fortune and Thunderstrikes in attacks). Be sure you don't lose a bonus that you feel is important unless you're getting something more valuable in return.
  23. Rodion

    Free the names!

    Quote:
    Originally Posted by Memphis_Bill View Post
    I detest Cryptic's system. Besides, we have 11... wait, Euro-merge, 15 servers, unlike Cryptic's single-big-server setup. I happen to *like* knowing that I'm the only one of my character on a server, and can't be confused with anyone else. I'm strongly against a change to this.
    (Emphasis added.)

    This is overstating the case. While technically no one can have exactly the same name as you, they can have names close enough to easily cause confusion. People use all kinds of tricks to make names appear to be what they're not -- replacing upper case i with lower case L (or vice-versa), or upper case O with zero, and so on.

    "Memphis Bill" will be different from "Memphis BiII" (ending in two upper case i's) in the database, but for players who use the standard font and select players through mouse commands for invitations and chatting instead of using the keyboard to type out the name, they are essentially indistinguishable.

    Similarly, Memphis Bill and MemphisBill and Memphis-Bill are all "unique", but people meeting Memphis Bill in-game will be hard pressed to remember exactly which spelling was used unless they add that particular Memphis Bill to their friends list.

    If someone wants to clone your name using one of these tricks, you can lose your uniqueness. Such a person could go to your server, copy one of your character's names, and spam Atlas Park with obnoxious comments. They could fool the majority of users, besmirching your name in their eyes. Yes, users could use Add Note or Get Global Name to get the scumbag's global, but many people don't know about that or wouldn't bother.

    There are also other, benign, reasons to know the global names of other characters all the time.

    Not that long ago I joined a channel, a sort of meta-supergroup, where people play a lot of hero and villain alts. I know their global handles, because they chat on the channel all the time. But because I haven't been playing with them for years, and they have so many characters, I often have no idea who they are when I'm actually teamed with them, especially on leagues. I constantly find myself using Add Note or Get Global Name to get the global handles for local names. A few of us have set up a bind to initiate chat on the channel that includes our local character name to help avoid confusion.

    So, if there were an option to display global names with local names, I might very well turn it on so I know who I'm talking to on team or league chat.

    Opposing sides of this argument are drastically overstating their cases. You can always make good new names with the current setup, though they'll rarely be your first choice. And names are currently unique only in the narrowest technical sense of the word.

    Both the current implementation and an implementation that allowed duplicate names disambiguated by global are reasonable and viable solutions. I'm against a change because I don't really see it as necessary, it would cause a lot of bugs and confusion for months, and it's time the developers could spend doing something more important.
  24. Quote:
    Originally Posted by Absorber_NA View Post
    Okay I think I get it now

    Just Wondering, would I be better off spending the merits on something else, and then buying the LotG on the market? Like spend merits on x, sell it for maybe 1 billion, buy Lotg for 100 mil.
    LotG: +recharges are some of the priciest rare recipes.

    There are some single-merit recipes that can go for up to 50-80 million inf, but the prices fluctuate constantly. Similarly, LotG: +recharges fluctuate between 100 and 200 million. You might get lucky and sell two Kinetic Combat single-merit recipes for more than what you buy a LotG: +Recharge for. Or you might have two overpriced recipes sitting on the market for a week, and when they finally sell it may take another week to finally get the LotG that you could have had in 4 days outright.

    I'm a sure-thing kind of guy, and with the market there's a high degree of uncertainty. If I don't want something in a hurry, I don't mind waiting for my low-ball bid to come in. But if I can get something with a minimum of hassle in just four days, why screw around on the off chance I'll make some cash trying to peddle two lesser values things and get one higher-value thing for less?

    After you reaffirm your alignment, tip missions give you a huge value return on time invested compared to regular missions. If all you care about is getting the alignment merit, you can frequently do tip missions in less than five minutes, especially if you set them to -1/x1 difficulty and are careful to avoid doing the time-wasting missions (leading hostages out). I usually set +0/x4 to x8 on the off chance that I'll get purples or other useful recipes. It doesn't take that much longer with a tank or brute that has lots of AoEs, and you can always email the recipe you buy with alignment merits to another character.

    And, yeah, monkeying with the market may give you a higher return per unit time than actually doing missions. But someone has to do the missions to generate the items we all want to buy. If everyone sits around in the market buying and selling, prices just go up and soon there will be nothing to buy.
  25. Quote:
    Originally Posted by Maroon Warlock View Post
    Howdy folks! I've been interested in making an Earth/Fire/Fire dom, but just haven't gotten around to it yet. Now, I know most ideal dom builds strive for permadom, but I was wondering if a build built for defense would be viable and worthy of pursuit.
    Non-permadoms are completely viable, but look at what you get with permanent Domination: complete mez protection, increased duration on all your mezzes, the ability to mez bosses in one application, high recharge on all your powers, and full recovery of endurance every 90 seconds or less.

    With my Earth/Fire/Fire dom I went for 32.5% ranged defense (which coincidentally gave me 33% energy defense). But after playing it for a while, I found that I didn't really need the defense, especially on a team. On a respec I removed the Stupefy proc (for the ranged defense) on Stalagmites for another recharge. I used one purple set (Fortunata Hypnosis, which is relatively cheap as far as purple sets go), but you can still get permadom with Call of the Sandman.

    Now I've got like 29% ranged defense and I don't miss the extra few percentage points of defense. Partly because Earthquake has almost -15% to hit debuff the way I've slotted it, which effectively gives you the soft cap on ranged and energy defense against most mobs.

    Finally, when everything is locked down, slowed or flopping around you don't need high defense because they're not shooting at you.

    Generally you should build to your strengths for the best success. If you've already got another permadom and don't want to mess around trying to get a second one perma, I understand not wanting to go through the wringer again. But if this is the only dom you've got, you should go for permadom. It's really, really worth it, and you can do it without any purple sets at all. With tip missions and A merits it's relatively painless getting the LotG: +recharges and the other high-cost rares.

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

    Click this DataLink to open the build!

    Tekton: Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), EoCur-Acc/Hold/Rchg(31)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(36)
    Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23)
    Level 6: Quicksand -- ImpSwft-Dam%(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg(43)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(25), RechRdx-I(48)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(31)
    Level 18: Earthquake -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitDeb(43)
    Level 20: Hover -- LkGmblr-Rchg+(A)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Stealth -- Krma-ResKB(A)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(31), Lock-Rchg/Hold(46)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(37)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(36)
    Level 35: Salt Crystals -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(37), CSndmn-Acc/EndRdx(37), CSndmn-Sleep/Rng(50), CSndmn-Acc/Sleep/Rchg(50)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
    Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)



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