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Posts
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I did some searching, and I didn't find a lot of info for suggestions, and the one DB/WP guide isn't very informative. I started this combo a few days ago, and while I have no problem using Mids, I wanted to get feed back on what bonuses people found to be most effective set bonuses to focus on for survival.
I don't doubt the damage will be easy to come by, on this build, so survival is my concern here. My initial thought is just going for as much HP bonuses as possible and get what regen I can after that. I figured worrying about defense would be to costly, but if 20-30% makes much difference, then I'll build for some. What bonuses have helped you make a more durable scrapper? -
Fair enough. I should have said, "Some people like to be offended more easily than others. Even if it's only immaturity that's offended them." Now, if you're name truly was offensive, being racial, anti- OR pro-religious, or bigoted in any way, shape or form, then yeah, you had it coming.
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Quote:Meh, there's only so much control you can have on age verification. If the parent started up an account for their child, saw and failed to care that there was an 18-and-older server (which would probably have to be stated during the sign-up process), then yeah, there's a hole in the system. But there are already parents that let their pre-teens play. Would you say that NCsoft has failed to keep maintain a T for Teen screening process?And how do you tell if the person that actually plays on the account is the person that paid for it at the beginning? If a parent paid with their credit card because their 15 year-old son or daughter didn't have one yet?
Also, the server could be accessed by purchasing a code. Like with booster packs. This purchase could have a screening process as well, which parents would be more likely to notice. If little Bobby runs up and says, "Hey dad, I want this new add on called 18+ Server," then dad's going to hopefully check it out first.
But again, I don't see this happening anyway. It doesn't seem worth the time or investment. So no naming characters after Buddy Plugg from South Park, kids. Especially since that breaks two rules. -
Quote:I'd assume, and this is assuming, mind you, that once you've established you're of age, payment methods wouldn't matter after initial activation. I'm not sure you could block a server easily once characters were created on it. Proving you're old enough once should be good enough.Taking away timecards from a server is a surefire way to hack people off, especially after the...whichever card it was that people suddenly found they couldnt use for monthly payments anymore. Some people are now limited to time-cards.
I know it's not 'all servers', but its still not a sound idea. -
Quote:In a forum where people fondly speak of The Family Guy, I think there's no need to judge if some people get a kick out of d*** and fart jokes. For some, it's immature. For other, life's too short to be offended by the inane.Also, to the OP: call me old fashioned, or just old... but wanting to use a "bad name" makes you the immature one does it not?
Quote:not to mention that there will be no way to insure that anyone under 18 doesn't join the server.
Keep in mind, there are always going to be ways around anything. This game may be rated T for teen, but I'm aware of a plenty of parents who let their children play anyway. Some of those parents probably don't even know the age rating for the game.
To the OP; In a perfect world, we'd have one. But the effort to create one probably doesn't justify the cost and payoff for doing so. -
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Quote:[hoity-toity voice]-Enemies must be level 50 or > for purples - FALSE
-Enemies must be level 47 or > for purples - TRUE (if they drop level 50 commons, they can drop purples)
Actually, both are true. It's just misleading if you go with the first.
[/hoity-toity voice]
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Quote:A million times, NO.The the most balanced world, I'd like to see the characters striped bare going into or coming out of Gr's dimension.
It makes no logical sense why they would be stripped down. When Tyrant came into the game, you didn't fight him as a stripped down AV. Walking through a portal doesn't wipe out enhancements, slotting, inf, or anything else. From an RP perspective, it doesn't fit. From outside the RP perspective, it still makes no sense.
While I don't think the markets should be merged, I see no problem with Heroes/Villains sneaking over to the other side to do some trading. RP-wise, they've already switched allegiances, so anything they brought over should trade just fine. It's not like the black market is going to care where the goods came from. And Wentworths' employees aren't going to ask if you're really a hero, because you can't get there without being at least "good." -
Anything that allows for better "realism" is always a plus. Good idea!
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Quote:OR... because the devs don't plan on upping the server cap anytime soon, they have decided to give us an opportunity to shuffle characters to other servers, so that we might have more room on our personal preferred server to make new toons for GR.When City of Heroes announced, a month ago, free character transfer between servers, I thought, "Wow, that's a lot work! Why would they do that?" Potentially, it could be a logistical nightmare, requiring a great deal of staff time and effort to process all of the requests. So, why would a company do it?
The stated reasons were, it's a special holiday treat so you can play with your friends no matter what server they are on. (A holiday treat that lasts the entire month of January?)
Allowing free character server transfers for an entire month is very exceptional, very unusual. Now, it's extended for a second consecutive month? By popular demand?
Why would an MMO game company commit resources to this business action, lasting 1/6 of the new year? Do they hope that free character transfers across servers will help hold onto existing subscribers, make former players want to renew, and attract new players?
Or, do they hope that players consolidate themselves on some populous servers? Leaving them with no choice but to shut down less populated servers?
Is this really a way of getting out in front of an unpopular decision -- to consolidate players on a fewer number of servers and shut down some servers?
In the latest issue of Beckett's Massive Online Gamer magazine, their "2009 in Review" article traces industry highlights and trends during the past year, including:
Are the current free character server transfers in CoX a prelude to NCSoft and Paragon Studios following this industry trend?
I would not be surprised to see some CoX servers shut down before the release of Going Rogue.
If your doom post had any credibility, the devs would at least be telling you which servers will be shut down in advance. Sure, the first time they announced it they wanted to see which servers became highly populated, but they'd have the info they needed to choose by the second announcement. -
While GR is still a ways out, it's time to really start thinking and planning for what to do with it. Specifically, what Tanker you'd like to move over. Are you going to make a new Tank and set him on the path of unrighteousness? Or take an old favorite, maybe the one you draw doodles of on your notebooks with hearts around him/her, and turn them into the dark harbinger of defilement?
At the moment, I'm stuck on choosing between to oldies. I have both a Ice/EM (purpled out and perma-hastened) who's been my pride and joy since I first discovered tanking, and a SD/DM (soft-capped and super recharged for AV killing). I'm leaning a little more to the SD/DM since the changes to EM have sometimes been hard to accept, but he actually does decent AoE since the recharge is so fast it's nearly WH and Fireball all the time with Icicles. Any thoughts on the two?
And of course, feel free to discuss which tanks you'll be turning into villains. Which will probably need a new term to clarify the alignment. Villanker? Tillain? Freem? -
By off-the-bat, I hope you mean after slotting up SOs for good endurance management. Seeing as brutes have lower damage mods than scrappers and have to have fury built to a certain degree before they match that. If you mean all that, then yeah, off-the-bat is correct.
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Zombie may have a point. Having a winner within 5 minutes does seem a little too easy.
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I noticed a lot of enhacnement values were lack-luster, so I kept the powers you chose but redid the slotting. I noticed you had quite a bit of HP bonuses, so I kept that in mind as well as the recharge. This caps you to S/L/E/N but now your attacks are enhanced better. Your slotting of SJ and CJ wasn't worth the bonuses, so I used that to get some slots moved to other powers.
You'll have 125% HP, which allows you to use Hoarfrost more reactively than preemptively. I wouldn't worry about recovery either. You got two ridiculously good end-recovery powers with EA and Consumption. Add to that the endurance reduction in your powers and you'll be perpetually topped off.
Frankenslotted EA a little differently to have near ED-capped Def, EndMod and Rech, while also getting two HP bonuses.
This may or may not be what you wanted to do with the build, but you might be happier with the Inf spent on it.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
WAR FROST: Level 50 Mutation Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(5)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11), Dct'dW-Heal/EndRdx(15)
Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Acc/Rchg(13), Erad-Acc/Dmg/Rchg(13), Erad-Dmg/Rchg(15), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dmg/EndRdx(36)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Combat Jumping -- Ksmt-ToHit+(A)
Level 10: Super Jump -- Jump-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(23), Dct'dW-Rchg(48)
Level 16: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), F'dSmite-Acc/Dmg/Rchg(23), F'dSmite-Acc/EndRdx/Rchg(48)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(29)
Level 22: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(31), Zinger-Acc/Rchg(46)
Level 24: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), F'dSmite-Acc/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(34)
Level 26: Energy Absorption -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod(46)
Level 28: Chilling Embrace -- ImpSwft-Dam%(A)
Level 30: Icicles -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), M'Strk-Dmg/EndRdx(37), M'Strk-Acc/EndRdx(40)
Level 32: Soul Drain -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), EncAcc-ToHit/Rchg(40), EncAcc-ToHit/Rchg/EndRdx(48)
Level 35: Dark Consumption -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), P'Shift-Acc/Rchg(42), Efficacy-Acc/Rchg(43)
Level 38: Hibernate -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(39), Numna-Heal(43)
Level 41: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Dmg/EndRdx(45), C'ngImp-Dmg/Rchg(45)
Level 44: Touch of Fear -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(46)
Level 47: Boxing -- Acc-I(A)
Level 49: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13.6% Defense(Energy)
- 13.6% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 8.31% Defense(Ranged)
- 3% Defense(AoE)
- 5.4% Max End
- 8% Enhancement(Heal)
- 20% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 15% FlySpeed
- 484.9 HP (25.9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 14.9%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 7.15%
- 62% (4.85 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 15% RunSpeed
- 1.5% XPDebtProtection
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Quote:Like, today today? Or today tomorrow? I wantz meh info nowz! Before I go out for the night.Finally, you might want to keep an eye on the Going Rogue website today.
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To the OP, why is combat jumping in your build right now? If it's for mobility reasons, I understand, but right now your main issue is survivability. I'd use the slotting recommendations that Aett made, and drop CJ from the build. Definitely pick up Grounded. If you drop one of your attacks along with CJ, you could respec into Tough. Why not try this out and see how you feel about your tanks survival quality?
I'm going to stress that 6-slotting Energize (3 rech, 3 heal) and slotting Power Sink (3 rech, 1-2 end mod) will go a long way towards your toon's durability in both health, and endurance woes. After 3 recharges in PS, you shouldn't even have endurance woes. If you have 1-2 end mods in there, you can drain foes quite well, which also makes you more durable. -
Congrats to the promotions and the new team members!
As for making a post titled Going Rogue Update and then informing us that GR updates will be coming in the following weeks, well, that seems a little poorly played. Waiting for info is better than the misconception that I'm about to get info. -
Quote:That argument seems pretty flimsy. Especially when looking at an endurance/toggle heavy set like DA. As for FA, this seems counter-productive to the damage-for-mitigation aspect of the powerset. You [this is the general you] can't argue the set gets more damage in place of KB, if it loses a potential attack power for the KB.As I see it, Fixing both sets KB hole basically frees up one power - because acro isn't needed.
What other power combinations open up due to this? Just a general question, I haven't looked into builds yet myself.
Quote:Finally, you can buy those Steadfast -KB and Karma -KB recipes from the merit vendor for 75 merits.
And, of course, you can just take Acrobatics if you're dead set against IOs, in the same way you can take Hasten if you want to attack more frequently without using IOs.
If it's what you really want, you can easily get KB pro for Fiery Aura or Dark Armor.
At this point, the requirement of a power selection outside a sets own pool needs better justification than has been argued in this thread. Your own post reflects how these "observed" reasons have since been negated by nerfs and new powersets. -
A lot of people are throwing around the argument that "every set has it's hole." This is true. Ice has low resistance to Fire, which is common enough to be an issue. Inv has it's Psi hole, which is somewhat common in the late game. WP has burst damage. Stone has. . . levels 1-31 or a Psi hole after that. SD has lower defense in exchange for higher damage.
Cover those holes and each set get's overpowered big problem.
Now, FA and DA have KB holes. KB is around for the whole game. Almost every villain group has someone ready to hand it out. What does FA have in return that SD doesn't also get (if not better since its damage bonus goes to ALL damage types). DA and ELA are very similar, only it has two mez aura's and smaller res numbers. But ELA can drain most foes before the fight is over, so they both offer secondary mitigation methods. I'd argue that the recharge res available in ELA would be helpful in DA, because a lot of DA players do rely on a fast recharging heal. But I think that's a suitable hole for DA.
Now, if you cover the KB holes . . . the sets wouldn't be overpowered no big deal.
I think a stronger argument is needed to keep the KB hole in. Would FA and DA suddenly tromp other sets if they had KB protection? Their other holes aren't enough? Would they not still play differently from other sets, as most of they're mitigation tools are different? -
It's a great build, but you've managed to get quite a few Rule of 5 violations towards the end of it. There's 2 sets that have gone over on both +HP of 1.13%, and 5% recharge. As well as another 1.13 HP from a third set. You may as well look at moving some of those around or changing the sets you're using.
Outside of that, it's a good strong build, great defense, great HP and great recharge. Well done.
Here's my suggested changes to get you more HP bonuses without touching your Def or Rech bonuses.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark-Warder: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), DefBuff-I(5)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(45)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(45)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13), DefBuff-I(13)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 8: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-EndRdx/Rchg(19), Numna-Heal/EndRdx(21)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Against All Odds -- EndRdx-I(A)
Level 14: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- RgnTis-Regen+(A), Numna-Heal(21), Numna-Heal/Rchg(43), Numna-Heal/EndRdx(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(45)
Level 22: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), Heal-I(29)
Level 24: Boxing -- Acc-I(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 30: Tough -- TtmC'tng-ResDam/EndRdx(A), ResDam-I(36), ResDam-I(36), ResDam-I(37)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), RedFtn-Def/EndRdx(39)
Level 35: Dark Consumption -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-EndMod/Rchg(37), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40), Erad-Dmg(40)
Level 38: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(40), Mako-Dmg/Rchg(42), F'dSmite-Dmg/Rchg(42), F'dSmite-Acc/EndRdx/Rchg(42), F'dSmite-Dmg/EndRdx(43)
Level 41: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(46), Abys-Acc/EndRdx(46), Abys-Fear/Rng(48), Abys-Acc/Fear/Rchg(48)
Level 44: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(50), Zinger-Dam%(50)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-EndRdx(A), Clrty-RunSpd(48), Clrty-Stlth(50)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 9.56% Defense(Energy)
- 9.56% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 11.4% Defense(Ranged)
- 9.25% Defense(AoE)
- 1.8% Max End
- 2.75% Enhancement(Terrorized)
- 6% Enhancement(Heal)
- 48% Enhancement(Accuracy)
- 68.8% Enhancement(RechargeTime)
- 10% FlySpeed
- 344.4 HP (18.4%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 1.65%
- MezResist(Held) 3.3%
- MezResist(Immobilize) 13.8%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.75%
- 2.5% (0.04 End/sec) Recovery
- 64% (5.01 HP/sec) Regeneration
- 10% RunSpeed
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F****** Ski Slope!
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
[edit] I assumed this entry conformed to forum rules, since this is a title for a current thread.