-
Posts
33 -
Joined
-
Thanks for the post and link, Doomguide!
I actually find the paradigm you outline in your paragraph a lot more useful than the link, though the link is very handy too. I possibly won't got for hasten, and the attack's with a high global recharge should be quite fine.
Loving your advise on the defence sets and attack set slotting, a very nice heuristic! -
Hi all,
I've just created a Martial Arts/Super Reflexes (SR) Scrapper. (Not a typo, Martial arts, not staff <grin>). After four+ years of game-play, this is the first time I am trying SR and I am realising just how alien it is to me. I've never played a defence-based powerset before.
Delving through the guides yields some thoughts. I'm noting a lot of the chunks for old builds won't import into MIDs as they are broken (emoticon thing I guess when the forums moved).
Is anyone kind enough to share their Scrapper Martial Arts/Super Reflexes Build?
Here's the brief:
• He'll have Superspeed, maybe combat jumping too
• Essentially a single-target scrapper
• Not hugely expensive
• Probably tough and weave
• 'Comfortable' to play.
For example, on other scrappers I'd typically set them with four Kinetic Combat and one Crushing Impact Acc/Dmg. Guessing this will work here for many of the attacks.
He'll have a six-slotted Archetype Enhancement Set (Scrapper's Strike) eventually.
I'm not wanting him to just run well at level 50, then fail when exemplared to lower levels.
• I've no idea of the best Defence sets for the secondary, or how to slot them!
Endurance management will be interesting!
He has a Celerity Stealth proc in Prestige Sprint: Surge
I think I'll give him a Knockback proc, as I am lazy and don't want to be dead if I fail to click Practised brawler (I'm not lazy, just have difficulties button mashing adroitly).
Alrighty, thanks in advance! -
Hi Eldandil, AstralFire,
Would you mind reposting your builds please?
The build data has emoticons, and won't load into MIDs.
Make sure emoticons are disabled when you post the data; also noting the forum migration may've stuffed it.
Cheers and thanks - tao -
Quote:Captain Nolan's prologue, when finished, provides an in-game souvenir called Image of a Dark Forest] . The character has this permanent reminder they can look at any time. The red-side prologue provides no such thing, one of the things I mean by 'incomplete'.What exactly is the tangible outcome of the blue side prologue?
I agree with Klaw that the prologue gets you "into the zone and point you towards the zone contacts." Both definitely end as we find the fate of the deceased in both cases, and get some context for the rp of the zone as well. -
Interesting responses!
• DarkCurrent, I'd never say (where anyone could hear me) that the devs favour heroes over villains, or that villains got hand-me-downs. Say it ain't so!
• Yep, RevolverMike: red side contacts are indeed unique, interesting, and the types of folks I'd shout a beer for at the pub. Except Mako. Aussies don't like sharks much.
• The whole transition is straightforward, though I'd not call it lack-lustre. To me it's a nice simple bullet-proof (in theory) mechanic for getting heroes and villains into Dark Astoria. Especially now I have worked out what the ??? means in the missions in DA - which we see first in the prologue! - that was a great puzzle! Made me think.
Reason for the post is... why? Why fail to test and iterate the red side prologue so it provides some tangible outcome? I guess I invest in the game, and feel let down when let-down by the basics. Can't blame the devs, really: I22 has a lot of new technical benchmarks showing, I have an idea getting it out must have been an absolute manic pressure cooker of a time in the final days before it went live.
Having said that, I would gladly send TimTams to the devs to encourage them to fix this, except TimTams are so addictive I am sure none would get past NCsoft reception. -
I've just finished my fifth or sixth iteration of the threatening Arachnos message arc 'Eye of Judgement'). This is the prologue designed to introduce all VIP incarnates to Dark Astoria (for villains and rogues, the blue side equivalent is Captain Nolan).
Three times since patch 1 on March 20.
As a prologue, it's all no risk, as the character runs form A to b to C and meet the protagonists in the zone, and gain some background. Terrific! And it's how we meet Heather Townshend, for example.
However, in the end it just... dies... silently. Disappointingly.
* No reward is offered
* The contact (Threatening Arachnos Message) vanishes too off any contact list (perhaps by design)
* No indication,of any sort, occurs that the 'arc' is complete. Nada. Nothing. Zilch.
* No souvenir is awarded, despite one being provided for Captain Nolan's version
* Characters still get caught 'in the rabbit hole' after leaving The Man in the Forest, if two instances of DA exist, despite the Patch 1 notes indicating otherwise. very jarring to immersion within the game.
I'd love to see this red-side version of the official prologue to Dark Astoria completed and detailed, so it makes sense and my characters can walk away with something tangible, be it a souvenir or some arc exit message from the game. Rather than fading with a whimper, just standing there figuratively blinking.
It makes sense to have a fully-realised prologue that does justice to the awesome possibilities found in Dark Astoria. Especially as the arc is almost mandatory for all red-side VIPs.
Now, this is no rant! I hope it is short and to the point, just.. disappointed and frustrated that this prologue that grabs us by the throat (and it does!) fails to finish in any discernible way. -
Quote:As per the previous posters', there are good freeware programs that can save in PhotoShop format, and work in layers. In particular Paint.NET (see en.wikipedia.org/wiki/Paint.NET), which is well maintained and definitely offers "support for layers, blending, transparency, and plugins".So, at its core, this contest is open to people with a legal copy of Photoshop?
Noting this, as the OP and competition suggest layers be preserved. The plug-in allowing Paint.NET to save in PSD format is described at psdplugin.codeplex.com/. -
Hi all,
I am an Australian player. I lodged a support ticket asking if I was eligible to participate, and was informed "Thank you for contacting the City of Heroes Support Team. I have reviewed your ticket. I believe your question would be better directed at the community to review. This can be done through the City of Heroes forums. "
This is that enquiry. The eligibility for the contest is listed as: ""a legal resident of the United States (excluding Guam, Puerto Rico, U.S. territories, military installations and commonwealths), Canada (excluding Quebec) or the European Union".
I am none of these things yet still pay monthly and enjoy the game. Australia, you know, that awesome place way south of all of most of you; land down under with meat pies, Aussie rules, cricket, and kangaroos. And City of Heroes!
Can the owners of this contest indicate if Australian players (there are a few of us!) are entitled to participate? Or can the conditions be adjusted so we can? Oh, you'd best include my new Zealand cousins here too.
Many thanks in advance. -
Quote:AE with custom arcs, and creating custom mobs and critters, now fixed. I posted this earlier (among many others), and myself and others now find it again working as expected - clearly no client update was needed to resolve.Bases:
Unable to have any sg logo other than Biohazard for all base items that use SG logos.
Mission Architect:
Cannot publish/test ANY AE arcs with custom enemies.
SG Logos remain bugged, and in the Known issues list. Noting the bulls eye log works for some reason; and setting things to a solid colour (i.e. grey/grey) can get rid of the biohazard symbol at least. -
I've been having a long (good!) dialogue with support, and have referenced it in thei bug thread here:http://boards.cityofheroes.com/showp...3&postcount=72 including some of their most recent reply.
As it stands I cannot create any custom character, even default ones from MA, or custom groups. Any 'fixes' made do not save. Another player today sent me there new cvg and story arc, which they published today, with nil errors; but when I load and try to test, it fails -- will not even Test, and the custom group is invalid.
So some players have an issue, others do not.
In essence, nil MA for custom groups or content using custom mobs for me. I'll post back naything I get fiurther.
ps: and thank you TwoFlower for your sane post two above this.
I don't think this is the simple costume issue referred to in Known issues. -
Since I21, I cannnot create a new custom group and make new mobs for it, they all become invalid no matter what costume options (even the the simplest default ones in MA editor, or simple new costume files from tailor) are used. Any arc using any custom gropup won't test or publish
Other players today sent me their known working cvg and storyarc files, but when I load them in and try to test, it fails: and the same cvg that works for them in invalid for me.
As it stands, I cannot create any MA with any csutom mob. I think this is different form the issue in the known issues, which implies they will work.
At the end of a signifiant exchange of emails, NCSoft confirm this seems to be the case (for me) and have no estimate of resolution of issue.
From NCSoft supporty today (If I may quote here, and they've been very patient with me!): "What I do know is that people have wrote to us stating the same thing your saying. I know that we have reported the bug to Paragon, and I know they are working to fix the problem. As it is that you have wrote to us stating your problem, I think it is safe to say you know there is an issue. I have stated that we know of the issue, and that we are working to fix it. Please be patient and when a fix is released, we will let everyone know via the forums. But it would be impractical to assume that everyone is or is not having this issue."
All this is fair enough, I guess, there's plenty of other things for the devs to be working on! I don't begrudge it, but I do hope it is resolved soon. Not having workjng MA abilities is a big Quality of Life issue. -
As it's in Known Issues now and listed, I'd say (unless it drops off) this specific base bug (all logos/emblems are biohazard) will be fixed sooner, not later. Making that list has historically meant active dev hours are being spent on it, afaik.
-
Thanks both of you for the fantastic input.
New Dawn the builds are brilliant, however I don't think this'll go to fitting out the sets with Kinetic Combat, v. expensive! I've noted the build order, however, a nice thing indeed.
Chyll, thank-you. Your advice is gold. The player has the cui9ld I made, and we've run it under stress. It goes quite well (he's at 43) now; and stands up; END is an issue still.
What I will do is two things: slighjtly revise the current build, drop Power Slice (losing one combo but freeing up four slots, and with I21 take Energy mastery earlier. That'll give Physical Perfection at 44, with three slots in it at 45 (and move the build off MIDs till they update it). And move to conserve power rather than Foc. Acc. (yes, is an energy hog, and his Acc. atm on the build without it is good).
I've been coaching him on play-style too; he was attacking like a scrapper, and with a better pace he does a lot better as well. Once he hits 47, and can set (even cheap sets) the END issues should become a lot better I hope; we'll see.
And yes, he has a list now he's working at: get the Born in Battle and other End-related accolade; and also Theft of Essence proc in Dark Regen, Numina unique, Miracle unique, & perf shifter proc.
Thanks! -
Just received:
"The Development Team is currently working on a resolution for this issue. Once a fix has been completed and tested, it will be made available in a future patch to the live servers. " -
Just received:
"The Development Team is currently working on a resolution for this issue. Once a fix has been completed and tested, it will be made available in a future patch to the live servers. " -
This is also covered in the Base Construction Forum here:
http://boards.cityofheroes.com/showp...07&postcount=1
It is a serious issue for Quality of life and instantly rendered three years of work much less useful and ... *sigh*
From my post there:
Like the original poster, all SG symbols are biohazard. As at the time I21 was released, all my decoratives had been grey/grey (not veyr dark), I am left with hundreds of round light grey circles (thank god! I can live with those).
I have posted/petitioned in game, and will continue to do so; and follow up.
So to elimanate the biohazard, set colours to grey/grey, touch or place an new decorative item, and emblems should become a solid grey circle. I use light grey as I deem it most neutral. -
Quote:Yes!I think a respec is needed. Is a respec an option? If so a build with SOs or IOs for now and a build with IO sets for later?
A respec is needed, no doubt. Friend has five or so respecs lefts. And no matter how bad the build I posted is, he is keeping up now with toughish VG arcs without dying; whereas prior he was dead every encounter it seemed.
This is his build for now, at lvl 44. It is intended for SO until 47. He can respec at 47 and/or 50. And sets will make a difference I am sure.
Currrent issue on this build is likely to be endurance. The test run today was okay... -
Like the original poster, all SG symbols are biohazard. As at the time I21 was relased, all my deocmratives had been grey/gray (not veyr dark), I am left with hundreds of round light grey circles (thank god! I can live with those).
I have posted/petitioned in game, and will continue to do so; and follow up.
I am stressing I am a VIP member.
Arcane halaxy portal flashes me into Galaxy (I think!) then bounces me to Atlas. -
Hello all,
A friend has asked for help with their build. They have a tanker at level 44, with Dark Armour and Dual Blades (!!!). It was a mess: fell over (no weave or tough) and lost endurance like a sieve. So I did some research and found the wonderful links from Jordan's Town and Jebe to start with in the build guides, for DA. I'm no build guru!
The build works, mostly. Yes DA and DB not very synergistic. But Defense seems a lot better; and endurance kind of manageable (sinks sometimes too fast: DB is QUICK). But still loses endurance too fast. May get better at 47 when sets can be slotted; and at Alpha when that can be slotted, I guess.
Add I think tank Da/DB is not an ideal tank, but my friend really wants this to be viable to run well, not necessarily awesomely!
Is it possible to get this build useful to just fight non-stop, maybe at +1 or +2 diff?
At the moment he has three KB IOs, and all the rest are SO. It can't be a super expensive build (probaly no purples or Kinetic Combats); just a comfy build to run well with others.
Build posted below! Remember they are at lvl 44 atm; lvl 47 is a priority.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Mike Mk II Tough v2: Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dual Blades
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResKB:30(A), ResDam(7), ResDam(13), ResDam(17), EndRdx(23)
Level 1: Nimble Slash -- Acc(A), Dmg(3), Dmg(3), Dmg(11), EndRdx(17)
Level 2: Murky Cloud -- ResDam(A), ResDam(27), EndRdx(46)
Level 4: Power Slice -- Acc(A), Dmg(5), Dmg(5), Dmg(7), EndRdx(11)
Level 6: Hover -- Zephyr-ResKB:50(A)
Level 8: Obsidian Shield -- ResDam(A), ResDam(15), ResDam(21), EndRdx(31)
Level 10: Dark Regeneration -- Acc(A), Heal(13), Heal(15), EndRdx(21), EndRdx(25), RechRdx(37)
Level 12: Kick -- Empty(A)
Level 14: Fly -- EndRdx(A)
Level 16: Death Shroud -- Acc(A), Dmg(19), Dmg(19), RechRdx(23)
Level 18: Ablating Strike -- Acc(A), Dmg(25), Dmg(39), EndRdx(50)
Level 20: Taunt -- Range(A), Taunt(27), Range(33), Acc(33), RechRdx(37)
Level 22: Typhoon's Edge -- Acc(A), EndRdx(31), EndRdx(34), EndRdx(39)
Level 24: Tough -- ResDam(A), ResDam(33), RechRdx(39), RechRdx(45)
Level 26: Blinding Feint -- Acc(A), Dmg(36), Dmg(48), RechRdx(43)
Level 28: Vengeful Slice -- Acc(A), Dmg(29), Dmg(29), Dmg(31), RechRdx(40)
Level 30: Weave -- DefBuff(A), DefBuff(34), DefBuff(45), EndRdx(50)
Level 32: Cloak of Darkness -- Krma-ResKB:30(A), DefBuff(34), DefBuff(37), EndRdx(48)
Level 35: Sweeping Strike -- Acc(A), Dmg(36), Dmg(36), Dmg(40), RechRdx(43), RechRdx(46)
Level 38: One Thousand Cuts -- Acc(A), Dmg(40), Dmg(42), Dmg(42), RechRdx(42), RechRdx(43)
Level 41: Oppressive Gloom -- Acc(A), Dsrnt(45), EndRdx(48), EndRdx(50)
Level 44: Focused Accuracy -- EndRdx(A), EndRdx(46)
Level 47: Physical Perfection -- EndMod(A)
Level 49: Soul Transfer -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(9), Empty(9)
------------
Set Bonus Totals:- Knockback (Mag -12)
- Knockup (Mag -12)
Set Bonuses:
Steadfast Protection
(Dark Embrace)- Knockback (Mag -4), Knockup (Mag -4)
(Hover)- Knockback (Mag -4), Knockup (Mag -4)
(Cloak of Darkness)- Knockback (Mag -4), Knockup (Mag -4)
-
I too have this error. it is proving impossible to fix so far and have an ongoing case.
The initial advice was "It's possible that you outfitted these characters with costumes created before the Head Start update. You will likely need to remove these characters and create new characters with different costumes.
You can find more information on this topic on the City of Heroes message boards. You can reach the message board at https://boards.cityofheroes.com. Please contact us if you have any further questions or concerns. "
Which is a nobrainer. I mean, I was editing an arc one day after the head start.
HOWEVER: I create a new custom group, edit a new mob for it, accept ALL defaults and still get Custom Character Costume: Failure to Load: Bad Costume Part Detected.
At I21 default settings.
I'll post any success here. Update sent to supprt a few minutes before I posted this. -
These builds are brilliant, and your feedback on the Incarnate abilties very useful indeed. I'm using this as a guide for my Dual Pistol / Empathy Defender (currently at lvl 25; obviously am looking at the handling of Empathy in your posts). I'm having a lot of fun with the alt! He's taken Hasten, and Concealment, and will take recall friend.
It's probable that I'll never slot this alt with expensive Purples or the like, and his focus will be on team-play and decent average soloing. The lack (as far as I can tell) of decent/relaible control in Dual Pistols is the telling point :>
As it stands I've found this guide brilliant so far! I'm now tempted to put Psi heavily up the list on my 'to do' file. -
Thank-you all for the excellent feedback! Insightful, useful, and very much apreciated
-
Hi folks,
I am using some of my hard-earned villain merits to buy a couple of Kinetic Combat sets.
When I go to buy from the Trashcan, it lists:
Kinetic Combat: Chance of Knockdown
Kinetic Combat: Damage/Endurance/Recharge
Kinetic Combat: Damage Recharge
Kinetic Combat: Damage Endurance
But no listing for Kinetic Combat: Accuracy/Damage.
Anyone know if this is by design? -
-
Hi LygerZero, Yes I have looked over your builds Fantastic! I'll respec this weekend I hope and start the equipage
I'll go with the endurance management build I think.
Not sure which build yet either your second active build, along with the Cardiac Alpha Slot abilities which should eliminate the Endurance management issues (and as a bonus increase resistance further); or the first build with the Spiritual Alpha Slot abilities to enhance recharge and Heals.
And Sam_Sneed, Roderick and HelinCarnate I've taken your feedback on board great perspective and will be incorporating that as well, as it'll take me a long time to complete the build.
Cheers!