ShadowHex

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  1. [QUOTE=Firemoth;4002037]Again, as I stated, just because someone could do that (the inappropriate names), doesn't mean that it should be ruined for the rest of the people who wish to have the option. I know of someone on the Champion server who had a merc MM and named his minions things like Pvt Parts, Mjr Johnson, etc etc. Granted he doesn't play anymore, but the fact is, it didn't matter that the mobs weren't female, he still was using inappropriate names on his minions/himself.

    Firstly, I agree wholeheartedly with giving the option of female minions, it should have been an option from the get go, and like you said earlier there are many available ways of limiting any forms of abuse. Even if costume customization of minions were implemented, restricting the costume variations to a limited set of options could easily prevent abuses.

    However I take offense with the above statement, particularly Mjr Johnson as an inappropriate name. By saying it is inappropriate you are essentially saying the second most common surname in America is inappropriate when coupled with a title.. Mr. Johnson, Mjr Johnson, Pvt. Johnson.. etc.. you are effectively saying that surname is obscene which is false. The interpretation of the person is the problem, not the name. I could easily make a Triad style Mastermind and name one or all of my minions Mr. Wang without being offensive as Wang is the 8th most common surname in the WORLD, and one of the most common in China hence it being fully fitting in with a Triad themed character.. and naming them all that would be tantamount to running an American mastermind that has all his minions named Mr. Smith. The point is, Johnson, Wang, etc.. are not offensive names, just because ppl often make a culturally specific reference to an inappropriate associated meaning to those names.
  2. Quote:
    Originally Posted by Ispahan View Post
    Howl does acceptable damage and debuffs res on an AoE, but Shockwave doesn't hit really hard, has 100% chance to KB and doesn't debuff anything. It's more a KB that has some damage attached than an attack that also does KB.
    Sirens Song is a sleep, and Dreadful Wail is a nuke with the expected crash.

    So you're left with only one AoE from your primary.
    This nails it. And even so I find that I currently don't use howl much unless I'm in mid to full team, sirens song is just that good combined with times controls, essentially allowing you to pick apart groups one at a time. I expect that when I have PBU and perma farsight I might lead with howl then sirens to get the best -res stack I can on my main target, but I'm not sure how important that will be after seeing the -res numbers on slowed response and knowing it too will be perma with this build.

    Oh and thanks for the advice about slotting with those ACC IOs, Ill mess around with that. And as far as how sonic adds up with stacking -res I really don't know because I have no point of comparison, and honestly I don't know how far negative a target can go. From my experience I have never seen a damage plateau yet, usually my damage keeps going up until the target is dead, and strangely enough sometimes I swear if I hit another target right after the first is dead the damage actually stays at the higher point(as though that target inherited the -res debuff stack), but I haven't been trying to track it to see if there is a bug there in how the -res stacking is applied to targets, so I could be mistaken.
  3. I'm playing a sonic/time corr and it's a blast. What it lacks in the raw damage department that fire brings it makes up for in soft control and -res on all the attacks, so against hard targets like EBs and AVs you really start ramping up the damage for yourself and everyone involved the longer the fight lasts. The drawback is you are really a ST damage dealer, as a opposed to fire which I figure built well can jump into a pack, drop a fire rain, and cackle maniacally while blasting away.

    I suppose even if you aren't using siren song and the stunning sonic attack, they still function as excellent mules for some of the cheaper purple sets, but solo I use them all the time.


    Perma hasten and Chrono arent hard to get, in fact I should have it by l39 (l37 now), and capping your defenses isn't terribly hard if you spec into power build up with your APP. Power build up + farsight = massive defense.

    Here is the current build I am working on.. Honestly if I pick up t4 agility I might consider dropping maneuvers or just keeping it as a mule for KB protection and maybe an acc booster. Oh and ignore the IO acc in the attacks, I just couldn't figure out where to put those slots so I just set them there for thought.


    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mikael Sensei current: Level 50 Mutation Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Shriek
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Accuracy/Damage/Recharge
    • (3) Decimation - Damage/Endurance
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (5) Decimation - Chance of Build Up
    Level 1: Time Crawl
    • (A) Accuracy IO
    • (7) Recharge Reduction IO
    Level 2: Temporal Mending
    • (A) Miracle - Heal/Endurance
    • (7) Miracle - Heal
    • (9) Miracle - Endurance/Recharge
    • (9) Miracle - Heal/Recharge
    • (11) Miracle - Heal/Endurance/Recharge
    Level 4: Scream
    • (A) Decimation - Accuracy/Damage
    • (11) Decimation - Damage/Endurance
    • (13) Decimation - Damage/Recharge
    • (13) Decimation - Accuracy/Endurance/Recharge
    • (15) Decimation - Accuracy/Damage/Recharge
    • (46) Accuracy IO
    Level 6: Time's Juncture
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (15) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (17) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (17) Dark Watcher's Despair - Recharge/Endurance
    Level 8: Howl
    • (A) Positron's Blast - Accuracy/Damage
    • (19) Positron's Blast - Accuracy/Damage/Endurance
    • (19) Positron's Blast - Chance of Damage(Energy)
    • (21) Positron's Blast - Damage/Recharge
    • (21) Positron's Blast - Damage/Endurance
    • (50) Accuracy IO
    Level 10: Shout
    • (A) Decimation - Accuracy/Damage
    • (23) Decimation - Damage/Endurance
    • (23) Decimation - Damage/Recharge
    • (25) Decimation - Accuracy/Endurance/Recharge
    • (25) Decimation - Accuracy/Damage/Recharge
    • (46) Accuracy IO
    Level 12: Temporal Selection
    • (A) Numina's Convalescence - Heal/Recharge
    Level 14: Hasten
    • (A) Recharge Reduction IO
    • (27) Recharge Reduction IO
    Level 16: Distortion Field
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (29) Basilisk's Gaze - Recharge/Hold
    • (29) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 18: Sirens Song
    • (A) Fortunata Hypnosis - Sleep
    • (31) Fortunata Hypnosis - Sleep/Recharge
    • (31) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (31) Fortunata Hypnosis - Accuracy/Recharge
    • (33) Fortunata Hypnosis - Sleep/Endurance
    Level 20: Time Stop
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (33) Basilisk's Gaze - Accuracy/Recharge
    • (33) Basilisk's Gaze - Recharge/Hold
    • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 22: Boxing
    • (A) Empty
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (34) Steadfast Protection - Knockback Protection
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (36) Karma - Knockback Protection
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 28: Farsight
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Recharge
    • (42) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance
    • (37) Karma - Knockback Protection
    Level 35: Screech
    • (A) Stupefy - Accuracy/Recharge
    • (37) Stupefy - Endurance/Stun
    • (37) Stupefy - Accuracy/Endurance
    • (39) Stupefy - Stun/Range
    • (39) Stupefy - Accuracy/Stun/Recharge
    • (39) Stupefy - Chance of Knockback
    Level 38: Chrono Shift
    • (A) Recharge Reduction IO
    • (40) Recharge Reduction IO
    • (40) Recharge Reduction IO
    Level 41: Power Build Up
    • (A) Recharge Reduction IO
    Level 44: Slowed Response
    • (A) Achilles' Heel - Defense Debuff
    • (45) Achilles' Heel - Defense Debuff/Recharge
    • (45) Achilles' Heel - Chance for Res Debuff
    • (45) Touch of Lady Grey - Chance for Negative Damage
    Level 47: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 49: Super Speed
    • (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 50: Agility Radial Paragon
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (42) Miracle - +Recovery
    • (46) Miracle - Heal
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (40) Efficacy Adaptor - EndMod
    • (42) Efficacy Adaptor - EndMod/Accuracy
    • (43) Efficacy Adaptor - EndMod/Endurance
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run

    Before going in to incarnates this caps defense vs everything, provides perma hasten and perma chrono shift, 3.97 end/sec with 1.23 drain running sprint (tactics and tough are a mules), and it should let you keep most of your bonuses if you exemp down to 30 (though you of course loose the haste,chrono and capped defenses, but it still does well without them.)
    If you incarnate and take t4 agility, you could keep ranged and AOE capped and melee at 43.4% before counting the times juncture to hit debuff without running maneuvers. Throw in a T4 clarion and I think you pretty much become an ST tank mage barring a catastrophic defense failure. And I bet many of the build geniuses here could make this build significantly better.
  4. I have an ill/storm/ice whose character concept is a bound air elemental and its a blast. I wouldn't get too worked up about ppl complaining about the storm secondary, really you can be very effective just utilizing a few of the storm powers most of the time. For me I tend not to use hurricane or tornado unless I need to go into bastion mode, and that does come up. And an ill/storm controller can really provide a bastion of defense when they let loose. I completely shut down two rear ambush spawns in a TF while the rest of the crew were clearing up the front.

    The only caveat is that Ill/Storm is really expensive IO wise if you want perma PA (and I would recommend it highly) and almost requires the T4 Cardiac Alpha Incarnate slot to really shine. And even then you can still come up against AVs that you just cant shut down with the damage output. On the bright side, you really never have to worry about your defense values as the vast majority of the time you never draw aggro.

    Ill/Rad is much cheaper to get perma PA and with some hefty -regen it can really shut down AVs and GMs much easier, but I just don't think it has the ability to completely wall out a group of enemies like Ill/Storm.

    BTW: As long as you are doing VP and incarnate stuff you could always roll Ill/Storm/Cold and pick up the Pyro Judgement for the massive fireball, I only say this because freezing rain + (forgot the name) storm from the cold app is a really nice blanket of damage to lay out while your army is tearing stuff up.
  5. Quote:
    Originally Posted by Matuse View Post
    Oh please. Designed for the right hand? It's a sword. And it's a sword that normal use involves both hands on the hilt. Flipping your grip and swapping the position of your feet would have no impact at all on its use, any more than a baseball bat is designed for right or left handed people.
    Technically you are both right.

    In simple terms it is simply a sword and it doesn't matter which hand is dominant in its use.

    In cultural terms it is a Japanese blade and was ONLY taught as a right handed weapon due to the cultural realities of Japan. I would venture that in most places here in Japan, were you to study kenjitsu or iajitsu you would be forced to learn it as a right handed technique unless you found some progressive teacher. Same applies to traditional Japanese calligraphy, my wife who is a southpaw was forced to write Japanese right handed throughout her schooling.

    Back on to the topic: I'm kind of having the same issue in deciding on a secondary.. I think I'm leaning towards WP due to the endurance issues, but I'm still not sure. SR is really sweet in the upper levels, and with a defense boosting attack it could make the early levels much easier, but it really seems odd to be throwing something so huge around and still managing to dodge anything. Honestly with the sword blades being so wide I could understand having shield defense using the flat of the blade as a shield between attacks.. lol
  6. I feel for the EU players, but seriously I play from Japan so unless they start at 6am PST or later it cuts into my prime time every single week. It's annoying but that's the way it is folks.
  7. ShadowHex

    Help with DM/SR

    Well the first problem with this build is you have way to many gota sets slotted, 7 stacks of 4, and 2 more of 2.. you only get the set bonuses for the first 5 sets. Honestly you would be much better off replacing 5 of those sets with Luck of the gambler including the 7.5% recharge.
    On a completely different note, while I'm definitely not an expert, I've found through my own experience that for me personally the set bonuses I am looking for is recharge, coupled with regen and recovery. But the biggest gains so far for my DM/SR are from the incarnate powers.
    Outside of the spiritual alpha, the void aoe provides a form of damage resistance that SR just cant get elsewhere where as the heal/regen (destiny slot I think) turbo charges my passive defense. The reactive dot gives a damage boost (since I ran with spiritual vs musculature). I've been playing my DM/SR on and off since CoH pre-order beta started and honestly it is one of my favorite characters. I've been suffering from alt-itis for the last couple months but here is one of the builds I was considering on moving towards for incarnate trials...

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    It's set pretty high in the defense department and it could easily be tweaked around to improve regen/recovery/recharge/damage as well as dumping the pvp defense IO. Like dumping the Siphon Insight
    set and replacing it with a damage/recharge boosting set bonus. One thing is this is more of a budget build outside of the PVP IO, no purples.. the most expensive slots are the lotg recharge I think and those can
    be earned relatively quickly and easily with morality missions.