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Posts
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I was encountering some Tsoo in one of the first DA arcs and some guardian type chap runs up to me and starts trying to assault me with his pole (might have been a latvian, it was dark and difficult to tell.)
Is this WAI or is Staff Fighting leaking somehow? -
I quite enjoy the Haunt power that gives two Shades (why are they named differently?) but they don't last long and aren't especially robust. They are a useful tool on my Dark/poison troller.
I was wondering in an idly speculative way if it'd be worth trying to get them perma - or at least perma enough to be part of a regular attack chain.
Any thoughts? -
Quote:I agree, but this is old news. TPN is sucky and the Devs aren't overburdening themselves to tell an epic story - rather they are designing missions and trials on an ad hoc basis and then trying to stitch them into a single story.Essentially, this was the devs continued retconning and downsizing of what it means to be an Incarnate, which is exactly what I expected when they announced the Incarnate system.
Incarnates were said to have the power of the gods, rare beings of awesome might. That is how it was understood and established long before the Incarnate system was added to the game.
Now, Incarnates mean nothing. There's hundreds of them walking around Atlas Park with names like 'Healz1992'. Statesman was said to have the power Zeus, a god. But as we've seen, he was hardly godlike, neither are player Incarnates.
The beings with true godlike power are the Ascended, like Mot and Rularuu.
Incarnates are at best, weak demigods, able to be challenged by any random martial artist shmuck with 'Soul Ink' or Praetorian citizen armed with stones. We're not gods. We can't even fight gods directly. Mot is a god and we essentially had to cheat to win against him, and at best all we did was contain him temporarily.
The Incarnate system so cheapened what it meant to be an Incarnate they had to invent a whole other tier above them to be the actual gods; the Ascended. And woe be it anyone who aspires to ascend, because Prometheus threatens to send his invisible ninja death squads after you if you ever stop being his lapdog and running his little trials for tiny scraps of power.
So, congratulations. We graduated from being the Phalanx and Recluse's lackeys to being doing what Prometheus tells us and being threatened by him, civilian thrown rocks and enemies we used to solo but can now fight off you and 23 other 'demigods'. Oh, and you get to feel a little more insignificant because the actual cosmic movers and shakers are the Ascended.
Nice job devs. Way to move that goalpost.
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Sometimes it works, sometimes it doesn't -
Quote:I used to run the old tutorial, but I skip the new one every time. It is NOT a faster way to gain a level than defeating all of five minions around Atlas Park, and it's just godawful boring. I get that it's trying to be "exciting," but it ends up feeling like the guided tour of a much more excited game.
"And on your left, you will see Sister Psyche (who may or may not be dead) and Back Alley Brawler (who may or may not be in the Freedom Phalanx). Press a button if you would like to see some Shivans defeated. On your right is some shocking but generic scenery of destruction. Up next is 'an exciting battle.' If you wish to observe, feel free. Otherwise, please return to the group within the next five minutes. Finally, please be aware of how to give us money. This is vitally important and you will not be allowed to continue unless you prove you are aware of how to give us money. This concludes your guided tour of City of Heroes. Be well!"
As far as I'm concerned, the tutorial is a waste of space. It teaches us nothing, it doesn't require us to do nothing and it's just pretty pictures and famous names for nothing more than the "wow factor" they bring.
This. Once you've found out the few easter eggs there, and checked out the dialogue, it's a bit crap.
With the old Tutorials there was a sense of achievement, especially with the Isolator.
The new tutorial fails to capture my interest in any way. -
You can import your current character build into Mids using the Titan Sentinel tool available from the Titan network site. It also helps record badges etc too - well worth having.
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Excellent info.
I wonder if using the - key in the same manner allows us to reduce the level of an IO; useful when considering procs I think.
*runs off to check*
<No, it doesn't> -
Quote:On the UStream, Zwillinger said that Windfall (and presumably Presige) will get the same treatment in the next patch.
Seems very strange that only one is dealt with initially and no mention of the other (if I understand your post correctly)
I guess I wont' be buying any more XP boosters then -
Quote:Quick Question: Why isn't the same criteria applied to Windfall and Prestige Booster?This change is indeed intended and was an inadvertently missed note. We'll correct it ASAP.
For those concerned, there should be a confirmation window that notifies you that claiming this from your mail will activate the booster. I do understand concerns about changing the way this works, however the fact that you had to search through your mail, claim it, then search through your powers list and drag it to your bar, AND THEN activate it was determined to be a suboptimal user experience.
If you previously claimed boosters, they will still be in your powers and able to be activated in the legacy manner.
Thanks!
-Z
They are both claimed in exactly the same way, and yet Windfall and Prestige Booster are in the trays - ie the "suboptimal user experience." Is this really a sub-optimal user experience? If so, why hasn't it been applied universally? Or is there some other motive? -
thinking further about the way XP boosters have been revised, I wonder if this isn't some kind of "backdoor" nerf. Maybe there's a sense amongst the Devs they are too good and too readily available, and so need to be trimmed down a bit, and this is one way to make that happen rather than a blatant reduction in their efficiency.
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Quote:Sorry but an unshifted incarnate cant complain about lack of level shifted toons on a trial so soon after a dbl xp weekend
This lol
I find it odd that the OP is complaining because iTrials are difficult for new 50s. That's rather the point - the trials are meant to be a challenge and if they are too much of a challenge you've a whole new zone to play in.
This is clearly somebody feeling over-entitled.
Just be glad many of us got new 50s to play with and enjoy -
I've had a lot of fun with a Plant/TA/Mu - it's a lot of fun but you must have either fire or electric to ignite your Oil Slick.
Thermal is a bit underrated IMO, but it can take a bit of extra thought; but Melt Armour & Heat Exhaustion is rather lovely, as is Forge for your pet. If you can get MA's recharge down I found it makes a big difference. Themal is far better for teaming than it is solo of course, because it has a number of buffs which might keep pets alive but are rather wasted solo.
Plant Storm does sound tasty tough. My Mind/Storm is one of my most potent characters.
Have you considered Plant/Poison? I'm enjoying a Dark/Poison and on paper at least I see some nice synergy there. -
QR: I really like Vigor for many of my controllers. It gives many of them the exact boosts they need.
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Quote:This change is indeed intended and was an inadvertently missed note. We'll correct it ASAP.
For those concerned, there should be a confirmation window that notifies you that claiming this from your mail will activate the booster. I do understand concerns about changing the way this works, however the fact that you had to search through your mail, claim it, then search through your powers list and drag it to your bar, AND THEN activate it was determined to be a suboptimal user experience.
If you previously claimed boosters, they will still be in your powers and able to be activated in the legacy manner.
Thanks!
-Z
Ill conceived -
That'd look great with the .38 special
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Quote:When I'm making a build, it's usually just in consideration to defense. I might be able to get smashing/lethal/energy softcapped on a ranged character, and get the other numbers around 33ish percent, which is within "demi-god in 1 purple" status, and that's fine by me. It's when I'm relying on multiple inspirations to cover holes in a build that I start to rethink some of the parts of it.
That's an interesting way to look at things... focus on some aspects of Def and then get a reasonable amount on the rest and factor in a Purple to make sure most stuff isn't gonna get you.
I'd not really considered that as an option but I can see how it could be really useful. -
Quote:Which was exactly my point. Everyone builds to be as able to handle as many situtations as possible and plans to rely on the inspires after. You DO plan to use them. You do accept that there are going to be times regardless of build care and tactical care that you will need them.
It's each person's playstyle that define when 'last resort' happens.
Disclaimer: Yes, some people use them 'before' last resort situations. But almost everyone plans to use them at or before the last resort option to cover what build and skill can't.
I completely see what you're saying... but I'm not sure if your notion is slightly off the main topic here. I mean sure, Insps are part of the game, so to ignore them or not use them is almost impossible - it'd be like a blaster not using their T1 & T2 primaries at all.
I'm more interested in knowing if people actively factor the use of insps when designing a build. Do players think "yeps that's one small purp off the cap, that works" (as some clearly have done in this thread, or do they go for the best build evah(tm) and take no account of insps in that build? What I take from your posts are generally the latter. -
Quote:Well I'm slightly over-egging the case there, but it's worth pointing out I've only got 3 melee toons to 50 in my time in the game, and they aren't my main toons. My mains are mostly trollers, and the occasional blaster/crupper but all squishy. It's not about bad planning necessarily, I just recognise it's a game and if I leap before I look the worse thing that can possibly happen is I have to hospital.
Honestly, I just don't find that this happens often enough to be worth mentioning. AVs don't generally show up by surprise, for one thing, and if you blew through all your insps on the way to the AV, you're either playing a much harder game than I am or you have terrible planning abilities ;P There's also lots of tools you can fall back on other than inspirations, like Kinetic Dampeners. If you have the Return to Battle vet power, that's a full set of large insps waiting for when you need it most. It's not perfect, and of course being softcapped without insps is preferable, all else equal, but no build is totally invulnerable, and relying on inspirations isn't much of a vulnerability considering how they rain from the sky.
The reason I ask is that it increasingly seems to me that taking Insp drops into account is a feasible plan and can actually add to my builds. As you and others point out, there's nothing in the game that's infallible (good job too IMO) but if I'm lucky enough to get a high survivability build and then get a few drops that won't hurt either. -
on this one I've elected Primal Forces, because even without hasten I'm recharging a lot and end use is high, so Conserve Power helps a lot there. I can then put Power Boost on auto so it's effectively perma and Temp Inv gives me an okish shield.
This toon works well at range so I've often got at least some warning. -
I was working on a build in Mids the other day and discussing with a friend and we worked out we could get a couple of abilities to the soft cap quite nicely - but others would be way down.
An alternate slotting gave a far more balanced outcome across most of the relevant Defence types, but was below the cap on all of them but not by much.
After some trial and error we both came to the conclusion that the balanced build was undoubtedly the best all round, but not quite there. But it occurred to us that popping a small purple would get us very very near to the cap and a medium/large would take the build well over it.
There was also enough resistance in the build that one small purple and one med orange would give a very well balanced and very tough all round character that could stick around in a hot zone for quite a while.
That was something I'd not considered before - I normally just go for what Mids tells me and that's it. But then, that's silly, right? I mean, inspirations are there to be chomped, it's their purpose in life and if I can leverage enough balance that one small insp is going to change my life, that's good right?
Except, what happens when I don't have one and I'm getting my backside handed to me on a shiny silver platter courtesy of whoknowswhatnastynesswrappedupintheformofanAV?
Even if I know the bind to combine three insps into one and pop it, there's no guarantee in a tough fight that I'd have what I need.
So that leaves me torn. In an ideal world, of course I'll build everything to the soft cap and beyond... but that's not really doable in the real world. However in general game play, it's a pretty tempting prospect to just bank some purple insps and keep popping them as required and worry about the boss fights on the rare occasions they happen.
I'm just curious as to how others solve that conundrum -
This is my new shiny Dark Troller, created on Friday and reached the big one last night, and I've spent the morning working out a build in Mids.
This is not the finished article, but it's there(ish) - with the following caveats:
I've tried to avoid Hasten, and the Fighting pool, for the lack of ubiquity.
I found that I was spamming Living Shadows and Fearsome Stare a lot, and I'm after being a debuffer - I'm not so bothered about supporting fellow team mates on this toon.
I had looked at going redside for a PPP, either BS or Mako, and I'm still open to it... I think Bile Spray would be wondeful but the rest of Mako's PPP isn't so great and whilst BS offers Scorpion Shield and Poisonous Death Ray, I figure Power Boost and Conserve Power give me far better advantages - but I'm happy for demonstrations to the contrary.
Re slotting: I have five WotCs and enough Catalysts to make them sing, plus a full set of Basilisk's Gaze and several LotGs etc. So much of what's in that build is what I have. I wouldn't want to spend much more than half a billion on it for other shinys unless a real case can be made for them.
Playstyle: I noticed she was quite good at managing to stay at range, so I'm happy for the ranged Def, but I still took Venomous Gas, but that could be dropped.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Noxious Nocturn: Level 50 Science Controller
Primary Power Set: Darkness Control
Secondary Power Set: Poison
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Dark Grasp- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (5) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (7) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (7) Basilisk's Gaze - Chance for Recharge Slow
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Numina's Convalescence - Heal
- (A) Trap of the Hunter - Accuracy/Recharge
- (11) Trap of the Hunter - Endurance/Immobilize
- (13) Trap of the Hunter - Accuracy/Endurance
- (13) Trap of the Hunter - Immobilize/Accuracy
- (15) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (15) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Shield Breaker - Defense Debuff
- (17) Shield Breaker - Accuracy/Defense Debuff
- (17) Shield Breaker - Accuracy/Recharge
- (19) Shield Breaker - Defense Debuff/Endurance/Recharge
- (19) Shield Breaker - Chance for Lethal Damage
- (A) Dampened Spirits - Recharge
- (21) Dampened Spirits - To Hit Debuff
- (A) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Recharge Speed
- (23) Gift of the Ancients - Defense
- (A) Pacing of the Turtle - Accuracy/Slow
- (23) Pacing of the Turtle - Damage/Slow
- (A) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Recharge Speed
- (27) Gift of the Ancients - Defense
- (A) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Recharge Speed
- (29) Gift of the Ancients - Defense
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Endurance Reduction IO
- (A) Malaise's Illusions - Accuracy/Recharge
- (31) Malaise's Illusions - Endurance/Confused
- (33) Malaise's Illusions - Accuracy/Endurance
- (34) Malaise's Illusions - Confused/Range
- (34) Malaise's Illusions - Accuracy/Confused/Recharge
- (34) Malaise's Illusions - Chance of Damage(Psionic)
- (A) Steadfast Protection - Resistance/Endurance
- (31) Steadfast Protection - Resistance/+Def 3%
- (31) Steadfast Protection - Knockback Protection
- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (25) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (25) Superior Will of the Controller - Recharge/Chance for Psionic Damage
- (36) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (36) Superior Will of the Controller - Endurance/Recharge
- (36) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (A) Call to Arms - Accuracy/Recharge
- (33) Call to Arms - Accuracy/Damage
- (33) Call to Arms - Damage/Endurance
- (37) Call to Arms - Accuracy/Damage/Recharge
- (37) Call to Arms - Endurance/Damage/Recharge
- (37) Call to Arms - Defense Bonus Aura for Pets
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Absolute Amazement - Stun
- (39) Absolute Amazement - Stun/Recharge
- (39) Absolute Amazement - Accuracy/Stun/Recharge
- (40) Absolute Amazement - Accuracy/Recharge
- (40) Absolute Amazement - Endurance/Stun
- (A) Expedient Reinforcement - Accuracy/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage
- (40) Expedient Reinforcement - Damage/Endurance
- (42) Expedient Reinforcement - Accuracy/Damage/Recharge
- (42) Expedient Reinforcement - Endurance/Damage/Recharge
- (43) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Lockdown - Chance for +2 Mag Hold
- (43) Lockdown - Accuracy/Hold
- (A) Basilisk's Gaze - Accuracy/Hold
- (43) Basilisk's Gaze - Accuracy/Recharge
- (45) Basilisk's Gaze - Recharge/Hold
- (45) Basilisk's Gaze - Chance for Recharge Slow
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Achilles' Heel - Chance for Res Debuff
- (50) Dampened Spirits - To Hit Debuff/Endurance
- (50) Dampened Spirits - To Hit Debuff/Recharge
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Level 2: Swift- (A) Run Speed IO
- (A) Miracle - +Recovery
- (11) Regenerative Tissue - +Regeneration
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (9) Performance Shifter - EndMod
- (9) Efficacy Adaptor - EndMod/Accuracy
- (A) Empty
Level 1: Sprint- (A) Celerity - +Stealth
- (A) Empty
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Set Bonus Totals:- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 5% Defense
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 17.69% Defense(Energy)
- 17.69% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 23% Defense(Ranged)
- 10.5% Defense(AoE)
- 4% Enhancement(Held)
- 4% Enhancement(Stun)
- 4.4% Enhancement(Terrorized)
- 76.25% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 6.5% Enhancement(Confused)
- 8% Enhancement(Sleep)
- 13% Enhancement(Immobilize)
- 10% FlySpeed
- 68.67 HP (6.75%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 10%
- MezResist(Held) 12.75%
- MezResist(Immobilize) 11.1%
- MezResist(Sleep) 12.75%
- MezResist(Stun) 10%
- MezResist(Terrorized) 10%
- 19.5% (0.33 End/sec) Recovery
- 62% (2.63 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 11.89% Resistance(Smashing)
- 11.89% Resistance(Lethal)
- 12.52% Resistance(Fire)
- 12.52% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 10% RunSpeed
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Set Bonuses:
Basilisk's Gaze
(Dark Grasp)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
- Status Resistance 5%
- 10% (0.42 HP/sec) Regeneration
(Alkaloid)- 12% (0.51 HP/sec) Regeneration
(Living Shadows)- 5% Enhancement(Immobilize)
- 19.08 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Envenom)- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 11% Enhancement(Accuracy)
(Weaken)- 2% DamageBuff(All)
(Hover)- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Neurotoxic Breath)- MezResist(Sleep) 2.75%
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Stealth)- 10% (0.42 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Tactics)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.08 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Possess)- 2.5% (0.04 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Antidote)- 1.5% (0.03 End/sec) Recovery
- 15.26 HP (1.5%) HitPoints
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Fearsome Stare)- 4% DamageBuff(All)
- 8% Enhancement(Immobilize), 8% Enhancement(Sleep), 4.4% Enhancement(Terrorized), 4% Enhancement(Confused), 4% Enhancement(Held), 4% Enhancement(Stun)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Haunt)- 2.5% (0.04 End/sec) Recovery
- 15.26 HP (1.5%) HitPoints
- 6.25% Enhancement(RechargeTime)
- 1.89% Resistance(Smashing,Lethal)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 5% Defense
(Fly)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Heart of Darkness)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Umbra Beast)- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.42 HP/sec) Regeneration
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 10% Resistance(All)
(Poison Trap)- 3% DamageBuff(All)
(Shadow Field)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Temp Invulnerability)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Venomous Gas)- 2% DamageBuff(All)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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Quote:I love my Huntsman. There's a lengthy(ish) post here somewhere, maybe in the SoA section about him. I used him to solo the ITF before he got good, and he can take out a rikti pylon quite easy. Feel free to nick anything from his build that you fancy.I've slotted him, I've respecced him, I've done everything short of getting on my knees and crying at my screen.
My bane spider plays horribly. He's 50, alpha slotted (With musculature or whatever) and doesn't really do much damage or take a lot of damage. Does anyone have a cool bane I can get a good look at? Or does anyone know a good MIDs-made build?
For me, he gives a great balance of damage, defence and control. He'll never be excellent at them all but he certainly out performs most blasters I've played, and can lay down a very solid sea of orange, with an attack chain that has immobs, debuffs & good damage. I also love how he can spawn a lot of pets, especially since the addition of Lore and I often take temp pet powers such as backup radio, just for the hell of it.
If you read that build, you'll probably notice I avoid the crab totally and I've onyl a little bit of bane, just for the extra def/debuff, and I haven't ever gone near a crab so I can't tell you anything about their performance, but for a guy with a gun he's a lot of fun.
http://boards.cityofheroes.com/showthread.php?t=284824
Low carb SoA? (sorry couldn't resist)
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Thankyou! I just got my Dark/Poison to 50 and then you tell me this!!! Excellent news
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I've always thought that the whole level 50 ding was a bit of an anti-climax
I'd like to see a far more impressive actual Ding - I like the notion of it having a few power effects going off too, like stun/kb/pbaoe heals etc...
but also when you hit 50, the inspirations granted should be team insps, so that your whole team benefits, and you should get an automatic respec that you can see the contact for.
Also some kind of accolade power - something minor with a long cooldown, but something like a team inspiration granted every 3 days or something. Not game breaking but enough to be useful and a recognition that you've got to the first major landmark in the game.