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Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
A Nemesis Plot: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Dev'n-Hold%(7)
Level 1: Web Grenade -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Dev'n-Hold%(15)
Level 4: Caltrops -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(17), P'ngTtl-EndRdx/Rchg/Slow(17), P'ngTtl--Rchg%(19)
Level 6: Blazing Arrow -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), Apoc-Dam%(23), GJ-Dam%(23)
Level 8: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(27), AdjTgt-Rchg(27)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), Rec'dRet-Pcptn(31)
Level 12: Combat Jumping -- Krma-ResKB(A), Zephyr-ResKB(33), LkGmblr-Rchg+(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(34), P'Shift-End%(36)
Level 22: Cloaking Device -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(37), LkGmblr-Rchg+(37), Krma-ResKB(37)
Level 24: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(39), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dam%(40)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(40)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 30: Acrobatics -- EndRdx-I(A), KBDist-I(50)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 35: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 38: Vengeance -- Krma-ResKB(A)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45), Krma-ResKB(46), S'fstPrt-ResDam/Def+(46)
Level 47: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50), S'fstPrt-ResKB(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
this is kind of what i have right now on mine. it's still in the works but is a decent platform to start from. -
Quote:there is no sensible exchange rate. people would find the fastest way to get tickets to exchange them. in other words, exploit the system. there is already a way to get around the cap for tickets on a mission. this would be heavily abussed if it was implemented. there are already more then enough ways to get merits. there really is no need to add another.Nope, read my other posts, I frankly don't care one way or the other. I spend both tickets and merits on random rolls so a conversion wouldn't impact me at all. My argument has simply been that if an exchange was implemented 200:1 would be a sensible exchange rate. Please don't put words in my mouth.
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adeon, did you even read any of the resopnses earlier as to why 200:1 would be rediculous? it would cause people to just run AE missions and not regular content again like before. bad idea. then what will happen is the ratio will get nerfed into the ground to get people out of AE again and people will come here ******** up a storm and we know how that will go.
ben, did you even read any of the thread other then to op and then the last page? with a responses like that i doubt you did. there is absolutely no reason to be able to exchange tickets for merits. tickets are another way to get what you want. merits are rewards for completing regular content. tickets are rewards for doing player created content. along with infl/inf, that is 3 different ways to get what you want. -
Quote:ok.... NO. what part of that word do you not understand? there is absolutely no reason to mix merits in with tickets at all. merits have nothing to do with AE and should stay that way. and your silly little conversion rate would never fly. stop fighting a losing battle.Sure the exploiters can find exploits faster than the devs can fix them, and sure these exploits would then lead to reward merits. Sure you can farm tickets in large quantities and then convert them to merits.
My question is: What would you buy with those merits?
Lets say the devs implemented a 200 tickets = 1 merit conversion. You get on your brute and farm up some ridiculous number of tickets, for the sake of an argument lets say 100,000. You then go and convert those tickets to 500 merits. Now what do you spend those 500 merits on?
You're not buying rare salvage, the merit price for that is 20 merits (or 4000 tickets) for a random piece when you could get a specific piece for 540 tickets
You're not doing rare recipe rolls, those also cost 20 merits (or 4000 tickets) but if you spend the tickets on directly in the 30-34 or 35-39 ranges (generally considered the "best" option) they cost only 3700 tickets (which equates to two additional rolls).
You're not converting them to A-Merits, those are on a 20 hour gate.
You could be direct buying two LotG 7.5%s (and one random roll) but is that really a better option than 27 random rolls? The market forum would say no.
So, if people did start farming tickets for the express purpose of converting them to merits what would they buy with the merits that is more valuable than what they can currently buy with tickets?
Every argument I've seen against this has focused on the Time to Merits ratio but at the end of the day what really matters is the Time to Reward ratio. As far as I can see at a 200:1 conversion ratio a tickets to merit conversion option does not decrease Time to Reward below what is already available with tickets, it simply opens up options. -
make sure you are keeping an eye on it. it only gives 50% resistance according to the description. i have never paid attention ot it since anything that could drain my end is dead before it even gets a chance. and i do not believe that it will show in combat attributes either. but i have never looked there either.
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this hasn't happened for a while... post a CoHHelper report and we'll see what we can come up with.
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sorry if i came across rude mack, i didn't mean to. i was in the heat of the moment between this thread and a few others. my bad.
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Quote:no. what YOU were saying is that YOU have end management problems and refuse to accept any help to get it in line and YOU expected the devs to take care of this for YOU.Very well said. Indeed, you captured what I've been saying perfectly.
You're also right, the thread is somewhat pointless, all I wanted to do was say I wasn't crazy about how they decided to address some of the problems with endurance management. I've done that, so I think I'll take the high road and avoid any further mud-slinging. -
i figured that. that's why i put the smiley tongue face at the end.
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actually, mine has been around since i12. you both copied me...
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why would they go and totaly change all of the travel powers? also, to address some of the things about them that you dont' know, the have capped speeds for a reason. ss is capped where it is because the game itself can only render objects so fast and keep track of you so fast.
sj is capped where it is because it is a semi dangerless travel power meaning you wont get into trouble if you dont land next to/in a mob.
flight is capped where it is at because it involves no danger what so ever.
tp is where it is at because it is less dangerous then sj but not as much as flight. -
the change for fitness is basically to help out in the lower levels. and is something that should have been done since the begining. the game is also balanced around so's. io's are not needed to play and are considered "fluff". AE was introduced as a way for people to express their creativity with their own stories. please do not compare your play style/time to others. that is a baseless argument in itself.
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it lasts 5 secs. but when it hits, it is definately worth it.
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i think his idea is that all AT's, no matter what they are, should be strictly damage dealers and forget their actual primary roles. and it shouldn't cost any end to deal damage, at all, cause it isn't fun.
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the best idea for you to do ultimo is to drop this entire conversation. it is always the same tired old "end sux" crap every other month from you. if you actually took the help you were given and applied it, you would see that you are wrong. and if they lower the end costs of powers the damage will also be lowered which leaves you in the same place. i suggest you download mids and learn how to use it and learn how to build your toons.
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try the PvP section. you will have more luck there. i have one, but not in mids right now. he is on virtue but soon to be moved to another server. and plan on spending well more the n2-4 bil on a build that will be exemp friendly to go to SC. you need lots of purps and PvP io's.
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Quote:yeah, i'm sure it was because you suggested these things... get your head out of your...It's funny, you know. If my "past crusades" were so off target, why did so many of them result in changes and additions to the game?
I said Defenders needed help with damage output (and was vigorously flamed for saying so).
Defenders recieved a boost to damage output.
I suggested street sweeping should generate missions (there was little resistance to this idea)
We now have Tip missions.
I (and others) argued Invulnerability needed a revamp (and was vigorously flamed for saying so).
They modified the Invulnerability autopowers.
I (and others) suggested allowing weapon customization (and was vigorously flamed for doing so).
We got weapon customization.
I (and others) suggested power customization (and was vigorously flamed for doing so).
We got new animations and colour customization.
I suggested Secret IDs (and was vigorously flamed for doing so).
We got Day Jobs (not quite what I was after).
I suggested getting rid of the Rep system on the Forums (and was vigorously flamed for doing so).
It's gone.
I could go on.
Of course, some things I've suggested haven't appeared yet, but one never knows.
defenders got a boost because the devs saw fit for solo and on groups of no more then 4 people. after 4 there is no more bonus.
you can also drop tips in missions. that was part of GR, not cause you suggested it.
invuln was changed because castle said so, not because you suggested it.
both types of customization were wanted by the devs before any suggestions and they just didn't have the man power to do so. we were never told we would not get it. you had nothing to do with it.
day jobs were brought about for something extra to do. not because you suggested it.
the rep was removed from the forums because it was abused. well, i guess the abusee had something to do with it in this case, but not because you suggested it.
i could keep going and going, but my fingers would get tired. -
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1. yes you will. that is the answer to the first question.
2. no. you will only get this one when you use RoTP. that is the answer to the second question. -
Quote:i would like to ask everyone to post their best facepalm to this post i have quoted. maybe if we post enough of them, ultimo will maybe get it in his head that he is doing something wrong and should take the advice that people are trying ti give him.I don't agree that powers are balanced. All characters are expected to overcome the same challenges, but some ATs and power sets are at a disadvantage when doing so. To continue the example of Defenders vs Blasters, that the Defender does roughly half the damage of the Blaster means he has to attack twice as often to defeat the same foe. That means he uses twice the endurance. If a Blaster uses his whole endurance bar defeating three minions (for instance), the Defender will defeat ONE and be out of endurance before defeating the second. The discrepancy exists between power sets, too, though it's far less pronounced.
Now, I realize that some sets are expected to do less damage because they have additional effects (such as the accuracy debuff of Dark powers), but that's fine as long as the difference isn't overly extreme. Damage is, after all, the only metric that matters in the final analysis since it's the only way to defeat the enemy.
I'll readily admit, I haven't proven there's a problem, I've only percieved it. However, I think comparing damage/endurance levels of the ATs shows there's a discrepancy. Personally, I think the discrepancy is a problem. Others may disagree.
There are many ways of dealing with endurance issues in the game, that's true. However, it's my opinion that these methods are insufficient. We should be fighting the enemy, not a game mechanic, if you see what I mean.
You ask for an example, so I refer you back to the Blaster/Defender. If they both slot their attacks the same way, the Defender will still run out of endurance before the Blaster. If the Defender uses some of these methods you mention, he will be at an even greater disadvantage relative to the Blaster. If he slots more endurance reduction, he loses damage or accuracy. If he slows his attacks, he reduces his damage output even further, and becomes exposed to more damage. Having less health in addition to everything else, he faces greater chance of defeat.
See above.
How much would I change the recovery rate? I don't have a number to give you, but I'd put it somewhere between the current level and the level Stamina provides. I'd see how that works and adjust it up or down as neccessary. Honestly, I really dislike the endurance mechanic in general, but I accept that it's meant to balance gameplay and so should remain in the game. I once considered suggesting that powers have more or less effect depending on endurance level (so if you were at 50% endurance, your attack would do only 50% damage), but I'm not sure that would be better.
I'm not sure how to answer this. "What would happen to powerset balance?" Nothing, with a global change. The balance would still be discrepant. The difference would be that disadvantaged sets would be somewhat more capable. The Defender would now use a full bar to defeat three minions, while the Blaster would use half. At least the Defender would now be better able to defeat the same threat. Again, I don't think a global boost is the best way, but it's better than nothing.
How, or if, this would affect the balance relative to our foes is another question, though.
Sorry for the delay, I have a case study due that needed working on.
Perhaps the thing to do is modify endurance by the damage scalar AS WELL as the damage itself.
I hope that answers you adequately, I appreciate the considered and polite response. -
what operating system are you guys running? if it is vista you need to run vent in admin mode. right click on it and go to properties and check run as admin and you should have no problems.
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Quote:you owe me a new screen and keyboard. it took me 4 days of cleaning to get everything i spit out off of my screen and out of my keyboard from laughing so hard.1. lower npcs in RV by 75 percent
2. remove heavies from effecting players
3. cause an MMs pets to instantly tp with the MM
after being hit by tp foe, but only in off mode
4. reduce range on all psi blast powers to 40 feet
except mental blast and will dom, but make increase
will doms cd to 120 seconds base
5. change functionality of spirit shark in mako pool to
a sniper attack, with interuptable cast time etc, and bring
moonbeam up to equal base damage as shark
6. increase damage on dark blast powers
7. change kinetics tier 1 heal and drain power
(i forget name), to heal AOE around the caster and not
the target
8. increase cast time on fire blast powers, and lower damage accordingly, so the dpa will remain the sam1
9. increase damage on DP powers quite a bit, to make them on par
and viable with such ani times,
10. increase resist and def soft cap for defenders, and corrs, before being effected extreme DR
11. reduce damage on blaster villain mako KOB, and obviously
KMs CS