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Posts
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Joined
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Or if one spouse has more playtime than the other spouse ... when I used it (admittedly twas rare), I pact'd with one of my beloved's characters and leveled them both up. Its' a shame I won't have that ability anymore.
Honestly though, I don't expect it to come back once they take it away. And. So. Thereby. No more levels for the beloved unless she grinds them out herself. -
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Quote:Not that it matters for anything more than ruining my (and some others) enjoyment, truly, but I don't find the devs' bypassing such building blocks to be acceptable.My position is that anything that has a functional strategy that anyone can implement to overcome it is fair game. You did not sculpt your vaunted survivability from the protean firmament. All the building blocks were given to you by the developers, quite deliberately, to enable certain scenarios under certain circumstances. And if the developers then quite deliberately choose to circumvent those building blocks to create other scenarios under other circumstances, that is their prerogative.
In certain special circumstances, the developer design states that your survival is dictated purely by your capacity to, at the appropriate cue, press the buttons that make the little man move around, because that is how they wanted it to be. In other, much more common circumstances, it is instead influenced by the time you spend carefully choosing and purchasing imaginary goods with imaginary money earned through imaginary toil, and that is also how they wanted it to be. I find both of these things acceptable.
It merely means that I am denied some content (by my own choice) because of how that content is designed to (effectively) break (certain of) my character(s)' abilities. I would rather I was not denied the enjoyment of that content by removing the parts of it that I find objectionable. This isn't going to happen. I am quite aware of this.
And, so, thereby ... Some of my characters will never run that content and are also deprived of any benefits it may have provided. If those characters are unable to continue progressing in the game (such as the incarnate system) because of this ... then they get deleted. Once I delete all of my characters because of this [expletive deleted], then I quit paying NCsoft money to continue playing. Hopefully this does not occur. We'll see.
Because this isn't a comic book (its' a video game), because my characters aren't called out as being weak to these things at the time they were created and because (unlike at least one of your examples) my characters are not regularly threatened by those exploiting known weaknesses with such things -
From most enjoyable to least enjoyable (for me): Tanker; Mastermind; Controller; Defender; Dominator; Arachnos Widow -- Fortunata; Corruptor; Arachnos Soldier - Crab; Brute; Scrapper; Arachnos Widow -- Night Widow; Stalker; Arachnos Soldier - Bane; Blaster; Warshade; Peacebringer
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Quote:I don't want a tanker built for survivability with a massively-expensive perfectly-engineered IOd-to-the-gills build and all the survival-focused incarnate abilities and crafted temporary powers ... to be defeated by a single power. Period.Your character is basically invincible in all other content other than this one power that one guy does. You want to be able to ignore that too. What you're literally saying is you don't want Tanks to be able to be killed. By anything.
If I build to survive anything, pouring every possible resource into surviving anything, then being able to one-shot my survivor can and does invalidate the purpose behind all the effort I've poured into the character. Why? Because my survivor isn't a survivor anymore and there is nothing I can do about it but swallow, smile and ask for more. (Or refuse to do the content with the one-shot/one-kill powers in it. This rapidly proves unacceptable.)
It makes me feel cheated, like my accomplishment has been taken away from me and is very discouraging ... because we know they are going to introduce more like that as they make new content. It is never "only once" and that makes it unavoidable if you want to do the new content.
My survive-anything can't survive everything. And I don't like that one bit. -
Hiya,
I have a force-field/dual-pistols/mace defender that I'm enjoying. He is currently on generic IOs (doing nicely) and I was thinking about maybe fitting some IO Sets. However, I can't seem to come out with a good build when messing around in Mids. And so ...
Build Goals: I'm after defense up to the softcap (and maybe a bit over as a buffer). The ability to spam my attacks while running all my toggles without worrying about running out of endurance. Recharge is nice, I guess, but not something I'm too worried about. Very team-heavy. He is solo only if I literally can not find anyone in any level range that is willing to team with him. Exemplar friendly would be a big plus.
Assume a low budget, if that matters, as I'm okay staying with the generic IOs and I don't really want to pour influence into the character.
Skeleton Build:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Hero Profile:
Level 1: Personal Force Field -- Empty(A)
Level 1: Pistols -- Empty(A)
Level 2: Deflection Shield -- Empty(A)
Level 4: Dual Wield -- Empty(A)
Level 6: Insulation Shield -- Empty(A)
Level 8: Empty Clips -- Empty(A)
Level 10: Swap Ammo
Level 12: Dispersion Bubble -- Empty(A)
Level 14: Hover -- Empty(A)
Level 16: Bullet Rain -- Empty(A)
Level 18: Fly -- Empty(A)
Level 20: Suppressive Fire -- Empty(A)
Level 22: Maneuvers -- Empty(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Empty(A)
Level 28: Executioner's Shot -- Empty(A)
Level 30: Weave -- Empty(A)
Level 32: Force Bubble -- Empty(A)
Level 35: Piercing Rounds -- Empty(A)
Level 38: Hail of Bullets -- Empty(A)
Level 41: Scorpion Shield -- Empty(A)
Level 44: Focused Accuracy -- Empty(A)
Level 47: Summon Disruptor -- Empty(A)
Level 49: Grant Invisibility -- Empty(A) -
Quote:They are "other". They can't do many of the things we take for granted. Their account status is objectively inferior, and will be treated as such (even if they don't realize it; it will happen, I promise, as most people don't know everything Free can't do)* by paying customers who don't suffer those limitations.(though it does bring up that ugly specter of freeps being "other").
It goes like this:
"Valued Customer" aka VIP Account
"Current Customer" aka Premium Account
"Potential Customer" aka Free Account
VIP accounts are objectively superior to Premium accounts. Premium accounts are objectively superior to Free accounts. The game itself treats them this way and that isn't going to change.
* - For example: If I recall correctly, Free can't use /bug or /petition (and likely can't use /stuck either). Now, admittedly, most people don't use those very often, but when you need them ... -
Quote:About a week later, I'm going to assume that no one knows; or that if someone does know, they don't wish to answer.*dons flame proof suit*
I have a question that I've not been able to find an answer to one way or the other over the past few days, via paragon wiki, in-game or on these boards. Save me, o' knowing ones.
Okay. I have a custom enemy group. (Elemental-Fu Ninjas, specifically ice ninjas at the moment, though I am going to be making different types.) While assigning them powers, I noticed that different powers give different percentages of the enemy type's maximum experience. (Ain't I just so observant?) I also noticed that standard/standard (non-AE enemy difficulty) for gives 75% experience. If I want 100% experience, I need to select hard/hard. *blinks*
Does this experience percentage affect tickets? If I take standard/standard, do the enemies only give 75% of the tickets they would give if I took hard/hard? Or ...?
Anyone know?
Oh well. -
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Quote:Um.Paragon Studios is a business. They would like you to be subscribed for as long as possible. With that in mind, there are no contradictions in their stance on farming: they would like you to play for a longer time rather than a very short time.
Taking 3 months to reach level 50 by running varied content = good.
Taking 6 hours to reach level 50 by running a single farm = bad.
Running each new Incarnate Trial once and then being done with it = bad.
Running the existing Trials many times over several weeks before having all the things you want = good.
Farming does not necessarily equal power leveling. Power leveling does not necessarily equal farming. You can do both, you can do one or you can do the other. They are different things.
Farming is doing the same (or related) thing(s) over and over again in order to efficiently attain the rewards you seek. It can also, and sometimes is, called grinding. You farm the incarnate trials, you grind the incarnate trials, you cannot power-level with the incarnate trials.
Or are you going to tell me that my level-fifty tankers (ice/fire, and invuln/fire) are power-leveling people when they run farm maps solo? ... in which case, who am I power-leveling? They can't be power-leveling themselves, seeing how they are already level 50 ... there is no one else teamed with them ... so unless a random low-level is earning experience merely by existing while I'm running those maps, because I am running those maps, I don't believe I'm power-leveling anyone.
Am I farming? Yes. I am grinding my way to the ticket cap for that map as rapidly as possible for my characters, repeatedly, doing the same content again and again and again in order to efficiently attain the rewards that I desire. I earn some influence and some prestige along the way, but all I really want is the tickets. (I roll my own recipes when possible to do so, and use them for rare salvage, and so on and so forth. I first offer the stuff I don't want to my friends, then I sell whatever remains to the market.)
Am I causing a problem for others doing this? Heh. Not that I can see. Oh, I'm driving some of the market prices down (temporarily) (maybe) because I just want the stuff to sell and don't really care what I get for it. That may cause a problem, I guess, but I don't think most people have much of a problem with getting a recipe or salvage they wanted for cheap ...
But, really. Farming and power-leveling are two different things and should be addressed separately. I can see some problems with power-leveling, but that is more of a problem with the players and less of a problem with the game.
For some players, COH being an easy game, being power-leveled on their first character isn't a problem. They ask questions, they read the wiki, they skim the forums, etc. They know what they are doing even if they've never done it before.
For others ... not so much. It is adorable when you run into a fresh 50 who has about as much understanding of and knowledge about the game as a first-time player who ate floor for their entire time playing while someone else did the work.A number of people get upset at this. *shrugs* Take the time to help them out, treat them as you would any other newbie (be nice!) and they'll turn into a functional player. Mock them, insult them and such? All you are doing is ensuring that they don't have fun playing and potentially quit the game if they can't find the help they need.
If you care, that is. If you don't, well ...
*rambles* -
Quote:City of Heroes is an easy game. It is a very casual friendly and casual focused game.Interesting point. I was under the impression that overly easy games are a bad from a design standpoint because it tends to cause the replay value to suffer, but perhaps I'm wrong. It's hard to argue with your point that most people do indeed like easy games. I never thought of CoH as an easy game, but maybe this is where that "I'm a superhero, and it's endless fun being overpowered" viewpoint comes into play. hmm
...
I can, and do, run every single one of my characters up to level 22, sometimes up to level 27, without enhancements. None. No TO, DO, SO, IO. Zilch. Nada. Prior to the invention system, I would commonly forget to refresh my SOs and so I was playing at least half the time as if I didn't have any enhancements all the way up to level 50. With the invention system, I kit myself out in level appropriate (meaning level 25, 30 or 45) generic IOs with a scattering of set IOs. I do this because they are literally slot and go.
Sometimes I get ambitious and invest into IO Sets for a specific character that I love playing. Sometimes I unlock the alpha slot and get a power to put into it. I'm slowly working my way into unlocking and equipping the higher incarnate slots on select characters.
I shouldn't be required to do so though in order to play an effective and enjoyable character.
...
Adjusting the difficulty to account for the IO'd people, to account for the incarnates, is going to gut my ability to play the game. Give them content that requires a "you must have this amount of this kind of global bonuses from IO sets" or "you must have this many t4 incarnate abilities unlocked and slotted"? Sure. Sounds fun.
Adjust the rest of the game to essentially require those things? Pancake no. Not interested. -
Quote:They are of two minds on the subject. In statements and whatnot, at least some of them have expressed a dislike of the practice (both the actual farming aspect and the power-leveling aspect). In actions, they have made the game progressively more and more friendly to farming, power-leveling and such.I know how some people look down on farming and others love it, i want to know what the devs think about it
Now, if anyone is using an exploit? They really don't like that. Not that they have ever defined what they consider an exploit, nor do I expect them to do so, in order that they have wiggle room.
The farming maps in current and popular use are not using an exploit (to my knowledge and understanding). Some people may disagree with this; their opinion doesn't matter (nor does mine, honestly). The only opinion on the subject that matters is that of Paragon Studios (and NCsoft), and that only matters so much as they actually do something one way or another. -
Quote:Think of it this way.... Great, the eternal battle between good and evil is actually just a really elaborate version of The Truman Show. I'm going to have a hard time getting that image out of my head now. I hate you, Milkman Dan.
The first thing your hero has ever done (assuming you did the tutorial) is blasted, with fire, fists or nuclear radiation, some defenseless people who have been contaminated by something (you don't know what at that point) and are driven to riot by the contamination.
Read that again.
Your "hero" beats the snot out of a bunch of innocent people who have been exposed to something that essentially mind controls them into being aggressive via violent and terrifying hallucinations, innocent people who badly need medical care.
It gets even more entertaining when you realize that (later) you mug crazy homeless people who have been infected with an alien virus which mutates them into being monsters for samples of their blood, so that you can make an experimental magic wand and then test that wand's magic on them to see if it will cure their infection.
Do note that if you use the magic wand on one of the Lost, that the other Lost around the newly cured immediately start attacking it.
And this is just the first two examples that come to mind. Would you like more?
There is certainly an epic battle of good and evil. However, I suspect that our "heroes" aren't on the side that they think they are. -
*dons flame proof suit*
I have a question that I've not been able to find an answer to one way or the other over the past few days, via paragon wiki, in-game or on these boards. Save me, o' knowing ones.
Okay. I have a custom enemy group. (Elemental-Fu Ninjas, specifically ice ninjas at the moment, though I am going to be making different types.) While assigning them powers, I noticed that different powers give different percentages of the enemy type's maximum experience. (Ain't I just so observant?) I also noticed that standard/standard (non-AE enemy difficulty) for gives 75% experience. If I want 100% experience, I need to select hard/hard. *blinks*
Does this experience percentage affect tickets? If I take standard/standard, do the enemies only give 75% of the tickets they would give if I took hard/hard? Or ...?
Anyone know? -
Quote:As of August 4th, you don't have a choice about using the NCsoft Launcher.Well nuts to that then, I still refuse to use the Launcher for the Live game until they fix the Steam version to work with it cleanly. Guess I'm stuck with 0.9.3 for now.
http://www.cityofheroes.com/news/new...er_no_lon.html -
Quote:Um. You may wish to read up on the released details as regards the new character generation and tutorial being released in I21/Freedom that replaces the current system.No blasters will still be heroes and cors will still be villains, remember that the F2P wil not have the option of switching sides unless they purchase GR.
Your statement is technically accurate at that point, in that free accounts will not have the ability to switch sides ... however, you appear to be missing a few details that matter in this thread's context. -
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Thanks for the suggestion, all. I'll mess around with them and see what I'm going to do.
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Quote:Hero Plan by Mids' Hero Designer 1.942Hey all,
I am looking for a Cheap Tank build that can take alot of dmg without having to sink a lot of Inf into it. I don't have a lot which is why and do no know much about all these new IO sets and bonuses and procs etc. Just a simple Old school cheap tank with nothing but regular Generic IOs and SOs iff it can be done. I've been looking through Mids but I want other peoples opinions on what they think will be cheap and still very effective from 1 to 50. Thank you for your help with this, I really want this to be my main so please help. I've been gone for quite a while.
http://www.cohplanner.com/
Click this DataLink to open the build!
Pure Generic IO Build: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx-I(A), ResDam-I(3), ResDam-I(3), ResDam-I(5)
Level 1: Jab -- Acc-I(A), Acc-I(5), EndRdx-I(7), Dmg-I(7), Dmg-I(9), RechRdx-I(9)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(13), Heal-I(15), Heal-I(15), RechRdx-I(17), Heal-I(17)
Level 4: Punch -- Acc-I(A), Acc-I(21), EndRdx-I(23), Dmg-I(23), Dmg-I(25), RechRdx-I(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Unyielding -- EndRdx-I(A), ResDam-I(29), ResDam-I(29), ResDam-I(31)
Level 10: Taunt -- Range-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Resist Physical Damage -- ResDam-I(A), ResDam-I(31), ResDam-I(31)
Level 18: Invincibility -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(33)
Level 20: Knockout Blow -- Acc-I(A), Acc-I(34), EndRdx-I(34), Dmg-I(34), Dmg-I(36), RechRdx-I(36)
Level 22: Resist Elements -- ResDam-I(A), ResDam-I(36), ResDam-I(37)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(37), ResDam-I(37)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(39)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- EndRdx-I(A), ResDam-I(40), ResDam-I(40), ResDam-I(40)
Level 35: Hurl -- Acc-I(A), Acc-I(42), EndRdx-I(42), Dmg-I(42), Dmg-I(43), Range-I(43)
Level 38: Foot Stomp -- Acc-I(A), Acc-I(43), EndRdx-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46)
Level 41: Weave -- EndRdx-I(A), DefBuff-I(46), DefBuff-I(46), DefBuff-I(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48)
Level 49: Maneuvers -- EndRdx-I(A), DefBuff-I(50), DefBuff-I(50), DefBuff-I(50)
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Level 1: Brawl -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(13)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19), EndMod-I(21)
Totals:
- Defense: Smashing, Lethal, Fire, Cold, Energy, Negative: 32.1% (with one enemy in the Invincibility taunt aura).
- Defense: Psionic, Melee, Ranged, AOE: 14.7% (with one enemy in the Invincibility taunt aura).
- Resistance: Smashing, Lethal: 90% (hardcap, with some buffer for resist debuffs)
- Resistance: Fire, Cold, Energy, Negative: 31.7%
- Regeneration: 193%
- Max HP: 100%
- Endurance Recovery: 2.91 per second
- Endurance Use: 1.31 per second (all the toggles on at once; except Super Jump as it is mutually exclusive with Combat Jumping)
- Max End: 100%
... this is suffering horribly from diminishing returns, being heavily overslotted, but I needed to put the slots somewhere ...
Substitute [Hover] for [Combat Jumping], and [Fly] for [Super Jump] if you prefer to fly like a proper super hero rather than all the bouncing bunnies that people seem to prefer. -
Save me, o' mighty tankers, for my damage output does suck! hehe
Theoretical build -- I don't have most of this, yet, though it doesn't look hard to acquire.
Mids indicates I'm also a bit off from the fire/cold softcap (assuming one enemy within range for Invincibility) with this build. I'd like to fix that. I'd also like to do more damage without sacrificing survivability; more survivability wouldn't be objected to. So. Damage, a bit more fire/cold defense so I can softcap all the typed defenses with one enemy, general optimization and cost-savings if possible. I have a freespec, vetspecs coming out my ears and she hasn't done any of the respec trials yet -- respecs aren't a problem if they are needed.
Disclaimer: I hate running out of endurance, hence the energy epic and the performance shifters.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Owl's Flight (Set IO Build): Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Rchg(13)
Level 4: Combustion -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(15), C'ngBlow-Dmg/Rchg(17), C'ngBlow-Acc/Rchg(17), Sciroc-Acc/Rchg(19), Sciroc-Dmg/Rchg(19)
Level 6: Hover -- EndRdx-I(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
Level 10: Taunt -- Zinger-Dam%(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
Level 12: Combat Jumping -- EndRdx-I(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), GSFC-Build%(33)
Level 20: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 22: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(36)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(39), Sciroc-Dmg/EndRdx(40)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(40)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42)
Level 35: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(45)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48)
Level 47: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
Level 49: Assault -- EndRdx-I(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(15)
So. Whatcha got? -
Maybe something like this?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(9), RechRdx-I(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 6: Combat Jumping -- ULeap-Stlth(A)
Level 8: Unyielding -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(17)
Level 10: Taunt -- Zinger-Dam%(A)
Level 12: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-EndRdx/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Hand Clap -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(21), RzDz-Acc/EndRdx(23), RzDz-Stun/Rng(23), RzDz-Acc/Stun/Rchg(25), RzDz-Immob%(25)
Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(29), GSFC-Build%(31)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-EndRdx/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
Level 26: Tough Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37)
Level 28: Rage -- GSFC-ToHit/Rchg(A), AdjTgt-ToHit/Rchg(37), RechRdx-I(39)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 32: Kick -- Acc-I(A)
Level 35: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(43), M'Strk-Dmg/Rchg(43), M'Strk-Acc/EndRdx(43), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(45)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(46)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50)
Level 47: Focused Accuracy -- EndRdx-I(A), Rec'dRet-Pcptn(50)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13) -
Okay. Well. Tear it apart ladies and gentlemen of the forums. With the Alpha Slot (Spiritual Core Paragon), this should have perma-hasten and perma-mindlink.
Should.The design goal is perma-hasten and perma-mindlink; ranged focused with controls being nice but not required; loves myself some Confuse; and intended to be a buff-totem. Mid's tells me that I'm endurance-positive, and I'd prefer to stay that way. Anyone spot obvious optimizations? Holes in the design? Cheaper ways of getting the same, or better, effect? A better slot arrangement for running at the lower levels?
Disclaimer: The character went Hero before I found out that I needed to unlock the Patron Pools redside in order to have epic pools. I'd rather not go Villain, then back to Hero, simply to unlock the Patron Pools (that I'm unlikely to ever use). Suggesting that I do so without the unlock doubling the character's performance isn't useful; you may of course make the suggestion, I'm simply not going to follow that bit of advice.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Arachnos Widow
Primary Power Set: Fortunata Training
Secondary Power Set: Fortunata Teamwork
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Mental Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5), Dev'n-Hold%(7)
Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A)
Level 2: Subdue -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11), Dev'n-Hold%(11)
Level 4: Combat Training: Offensive -- Acc-I(A)
Level 6: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(23)
Level 8: Hover -- Frbd-Stlth(A)
Level 10: Indomitable Will -- GA-3defTpProc(A)
Level 12: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Acc/EndRdx/Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25), Lock-%Hold(27)
Level 14: Fly -- EndRdx-I(A)
Level 16: Tactical Training: Assault -- EndRdx-I(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 20: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
Level 22: Foresight -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34)
Level 24: Mind Link -- AdjTgt-Rchg(A), LkGmblr-Def/Rchg(34), RedFtn-Def/Rchg(34)
Level 26: Tactical Training: Leadership -- EndRdx-I(A), GSFC-Build%(36)
Level 28: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(37)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40)
Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Tactics -- EndRdx-I(A)
Level 38: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-Dam%(43), Mlais-EndRdx/Conf(43), Mlais-Acc/EndRdx(43), Mlais-Conf/Rng(45), Mlais-Acc/Conf/Rchg(45)
Level 41: Assault -- EndRdx-I(A)
Level 44: Telekinetic Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(46), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(48)
Level 47: Psionic Tornado -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(50), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
Level 49: Super Speed -- EndRdx-I(A)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Conditioning
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(13), Mrcl-Heal(13), Numna-Regen/Rcvry+(15), Numna-Heal(15), Panac-Heal/+End(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(19)
Level 4: Ninja Run -
Quote:Speaking as someone who has four master accounts and a variety of game accounts ... the game accounts are held separate from the master account.Is there any impact on NCSoft Master accounts that have more than one CoH Game account under them as far as the shift to CoH Freedom? I don't imagine there would be, but I have friends that had the same master account but had separate game accounts and want to make sure they will both be able to come back as premium, or for that matter will be able to create a third free account for their son should he now choose to play, which they could later easily move to VIP.
Think of it this way: The master account is with NCsoft. The game account is specific to that game -and- can't see the master account nor the other game accounts.
Each game account is handled separately. There should be no difficulty.
Quote:It's not complicated.
Any account that is active and remains active when Freedom goes live will be a VIP account.
Any account that was active at any point prior to going F2P and goes inactive will automatically be a Premium account when Freedom goes live.
Any account that was simply a trial account and was never active will be a Free account until they activate it or buy something from the ingame store. -
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Quote:The beta servers already have this specific farm patched. Said patch is apparently being delayed until I19 comes out because to do otherwise would require a (possibly more bugged) rebuild of the beta servers.Note - I do hope for 'the good of the game' the exploit is patched - but I similarly hope that no 'punishment' for playing is leveled; and my hope for no punishment also comes from wanting what's good for the game.
There is also the cynical perspective that if such a farm hadn't appeared about this time, the devs would have included one. More available/played/active 50s at I19 release means more people getting involved in the new content. Recall that they had to lower the epic AT unlock from 50 to 20 because a rather large percentage of players didn't have 50s. Or something like that.