TehFurnace

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  1. The links for the network information tool are broken. Correct link is here.
  2. Got the fire troller trio (storm, rad, and kin) I run with from 14-15 to 23, mostly due to the faultline av's (did each one three times...) and streetsweeping in DA.
  3. Decent guide, though I do have a couple nitpicks:

    Numbers for each of the powers would be nice (recharge, base damage, end cost, etc.) for the number crunchers among us, and the formatting could use a little bit of work to make it more readable. As it is the slotting section gets blurred together with the hyperbole .

    As far as the first two powers of katana go, I did a bit of research awhile back and if I recall correctly, Gambler's Cut does slightly more damage and does increasingly more damage as you chain it together. I don't have the numbers on hand, but if you've got mid's you can check it out for yourself.
  4. Looking for an up to date AR/Dev guide (the current one is from I6, help me out here...).
  5. <qr>

    If you're on the techy side and looking for a cheaper option, you can do what I did and dual-boot ubuntu on your macbook (pro).

    Some things you should be aware of if you go down this path:

    This is not for the faint of heart, command-line usage will be required as well as many hours of reading the forums and wiki.

    Things like audio, wireless, etc do not work out of the box (the audio was a pain as the fix in the wiki does not work, but it is doable).

    Also running CoH through Wine is doable, but currently has it's own set of issues as outlined here.

    Now, you might be asking why, since there's a wine version for mac osx, don't we run it natively?

    According to my research, there's currently an OpenGL linker error between Xcode and Darwine (the wine version for osx). While this may be fixed in the future, it's not an option currently.

    discaimer: I have a pc that i normally play CoH on, only using the ubuntu option for when i'm away from home.
  6. What difficulty do you advise doing missions at? tenacious for speed and mob size mix, etc?
  7. <qr>
    [ QUOTE ]
    Opressive Gloom - Requires HP to utilize, but the affect is so little you wont notice (Especially with regen bonuses from IO Sets), this is definitely good to pick up, it’s an auto-hit stun on minions (stacks with any other Stun effect from team mates), and reduces incoming damage significantly. It also requires little to get going.
    ------------SO Slotting: Stupefy (Acc/Rech and Acc/Stun/Rech). A little accuracy and some extended stun duration from the Stupefy set and you’ll get 2.5% Recovery off the set bonus. That’s about all you’ll need for this power to run pretty smooth and get a little extra from it.

    [/ QUOTE ]

    (Boldness added) Might want to fix that... and what *is* the appropriate SO slotting by the way?

    EDIT:

    According to Mid's Hero Planner (don't know if these are in game) neither Scirocco's Dervish: Acc/Dam/Rech (Acc/Dam/End does however), nor Decimation: Acc/Dam/End/Rech exist.

    Is the builder wrong?
  8. Ok, this is rediculous...

    My SG is composed of five fairly dedicated and active players, and We've built our base to the basics (control, teleport, power, and workshop) and are slowly working toward a med room. Every purchase we make needs a good hard look to see if it's the right thing for the base at that time.

    I (as co-founder) was really looking forward to this as a place to lose all the arcane (we're tech) salvage that we've been hauling around since day one of sg creation, but there is no way we're going to purchase this thing because the cost severely outweighs the benefits.

    I would ask the dev's how this is really supposed to help small sg's?

    I agree with the poster that mentioned that this is only really a way to take care of a perceived "glut" in the salvage market, versus a way to actually help the smaller sg's out there.

    Could we please see a resolution to this?

    (please?)