Teh_Valcarde

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  1. Not sure how I feel about these power amplifiers.
    If the game ends up starting to be balanced around having them, I'm going to be very disappointed, and there will be no more of my money going into the game.

    I know it doesn't mean much in the grand scheme of things, as it's just one VIP subscription, but hey...
  2. Teh_Valcarde

    FM/FA how is it?

    I can't speak for Fire Melee, but for Fiery Aura, there's one reason I swapped from TM/FA scrapper to brute.

    Taunt aura in Blazing Aura keeps things from running like screaming monkeys out of Burn patches.

    Now, it will work fine on teams if you have a tank with a decent taunt aura around, but solo? Expect to have to chase down things far too often if you rely on Burn for damage.
  3. Teh_Valcarde

    Tanking as SR

    Where can I find this information?

    Currently, looking at the taunt aura effect in the numbers themselves, it looks like the taunt effect is stronger then willpower (400% versus 300% for WP). Is it duration that's a problem? (and why does it not show duration on the powers, grr...)
  4. Teh_Valcarde

    Tanking as SR

    Quote:
    Originally Posted by Caulderone View Post
    You, um... , seem to be mixing Ice/ and SR/ together a bit......
    Okay, good, so I wasn't wondering what the heck he was talking about without reason. Here I was thinking they were also available in epic pools somehow.

    Thank you for the advice folks.
  5. Teh_Valcarde

    Tanking as SR

    I'm looking to get more information on Super Reflexes as a tanker set. I'm assuming getting the normal softcap (45%) is easier as a tanker due to higher defensive numbers. Once those are attained, with IO's, should I shoot for the Incarnate levels of defense (59% I believe?) or should I look instead into buffing up resistances to stack with the scaling resistances from the passives (or just have two builds, one for Incarnates (higher def) and one for everything else).

    Also planning on taking Staff Fighting as the secondary.
  6. Teh_Valcarde

    TW/FA new FOTM?

    Quote:
    Originally Posted by OneFrigidWitch View Post
    Ouch. What level are you? With FA and resilience, you can boost the **** out of your resist, and with softcap range and 30-35% melee, that caps your melee def. You will need ~5% def from I dunno where to softcap range, or you can just really slot for range and suffer with 25-30% melee, which will just barely softcap your melee range with defsweep.

    However, as FA, you have pretty decent resists to various things, and resilience should boost that largely, giving you a lot of functionality.

    I really think its probably lack of IOs, and maybe a question of how you are slotting. A brute ATO set would REALLY help offset your lack of a defensive aura, and make up for that 5% you can't pick up elsewhere.
    24 currently, with mostly IO's and SO's. No sets other then two spots filled with 2-piece Steadfast Protection (Temp protection has the -KB and resist/def global, Fire Shield has a KB and the red/endurance as well as two more slots). I have Tough, and I try to use Defensive Sweep quite a bit, but I find I'm having trouble regardless.

    I don't have access to Mids, so can't post my exact build right now; looking forward to trying to use Burn along with FA taunt. Maybe I'll just try some -1/x2 missions and see if I have the same problem x.x
  7. Teh_Valcarde

    TW/FA new FOTM?

    I find I'm struggling with my TW/FA brute. I can barely even handle +0/x2 missions currently... I hope it gets better when IO'ed out, but currently either I suck a lot at this combination, or it doesn't work very well for my playstyle.

    Sadly, I'm thinking it's the former...
  8. Quote:
    Originally Posted by Golden_Avariel View Post
    http://wiki.cohtitan.com/wiki/Recharge

    Basically, in your example, I think you'd shave 5 seconds off the 100 seconds recharge since a 100% recharge bonus would accumulate 2 points/second during those 5 seconds. Or I believe that's how it would work given the example and no other recharge bonuses to account for.
    Thank you. Had I found that page in the first place I wouldn't have had to ask the question!
  9. Simple question:

    You have a theoretical power that has, for example, a 100 second recharge time.

    You get the Force Feedback proc (5 seconds of +100% recharge).

    How much time does quickly-fading recharge buff actually remove off the 100 second recharge? Is there a formula? Or does it not change anything in the long run?

    For example, say you're 20 seconds into the recharge when the proc goes off.

    So, the recharge of the power is temporarily dropped by 50%... 50 seconds?
    5 seconds pass.
    What happens? Does the remaining time of the power recharge get recalculated, or just it just jump back to the normal recharge time, not changing anything on this long recharge power?
  10. Quote:
    Originally Posted by Smersh View Post
    There are basically three things you need to be able to solo an AV.

    1) You have to be able to stand in front of the AV and not die. This shouldn't be too much of a problem for a tank, though some AVs will give some tanks problems here - I don't expect an invuln tank to solo Mother Mayhem, for instance.

    2) You need an attack chain that does enough damage. Some secondaries will not be quite as good here - Electric does not have a great single target chain.

    3) You have to have the endurance to run that attack chain and the selected toggles indefinitely. 20+ minutes.

    Some primaries help more than others - Inv has great defense, but its only contribution to offense is the to-hit buff in Invincibility. Fire armor has a lot more offense, but you'll have to focus on making sure that it is up to par defensively.
    So, Smersh, how do you think Shield/Axe would do? Softcapped shield with the Against All Odds giving at least a constant damage buff, with Build Up every now and then, coupled with Bruising debuff... and if I recall, Axe has decent single-target damage (though lethal.)
  11. Not able to access Mid's at the moment...

    But will the Perfect Zinger Psi damage proc (taunt set) fit in the taunt aura in Shield Defense?
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Someone... tried to argue with Arcanaville?!
    I know, right?
  13. Quote:
    Originally Posted by Lady_Cyrsei View Post
    what about booty how big is to big booty?

    :does the booty dance all over the thread:
    When you can bounce a car off your bumper, your booty be too big.
  14. Quote:
    Originally Posted by Postagulous View Post
    A toon without IOs is crippled, but can still get to 50 if they are on good teams.
    I disagree strongly with this.

    A toon without any enhancements at all is crippled.
    A toon using SO enhancements at 50 is more or less average. Not crippled. The game is balanced around characters using these enhancements.
    A toon using IO's is -better-, can get more performance, et cetera.

    Saying that just because someone doesn't use IO's makes their toon crippled is incorrect.
  15. Thanks for the quick reply, Bill. I have been thinking about dabbling with PVP, so I should look into it then.
  16. Just a quick question.

    I've been working on an IO build for an MA/SR scrapper, and have been able to ensure he's soft-capped. Is Elude still worth taking past 41, for 'emergencies'? Or should I just put my faith completely in the soft-cap and not worry about things with +ToHit buffs?
  17. If you notice, you get a giant warning from the game when he does his end drain. Protean's end drain attack is quite a bit more dangerous then normal, and heals him for a substantial amount. You can't and shouldn't soak that attack; you should get the heck out of Dodge. I had to abuse an elevator to solo him as a Sheld/War Mace tanker.
  18. For added lulz, any time you're fighting your evil doppleganger, make sure a remix of the Shadow Link battle from Zelda 2 is playing.

    >_>
  19. I thank you for the work you've put into this. My new tanker, the Frontline Sentry, will be using this as a rough guide.
  20. I think what we have here, is a sever problem with people suffering from too much blood in their caffeine systems.
  21. Hi folks. My current pet project is a Broadsword/Shield Defense scrapper, and I'm looking for opinions of softcapping him. As it stands, he's (AFAIK) close to the softcap with this build, but I'd like some opinions.

    Reasoning behind some power choices: I used to have Slice. Since getting Headsplitter and Shield Charge, I find I'm using Slice less and less. Build Up, Shield Charge, Whirling Sword takes out packs of things disturbingly quickly. Also: the reasoning behind Grant Cover. While the set has some defense debuff resistance without it, I still find I'm getting my defense dropped distressingly quickly (I'm looking at you, Cimerorans!).

    Defense numbers:
    41.75 Melee
    45.05 Ranged
    48.85 AoE

    Not sure on the prices of some of these sets, sadly. But looking to make it at least somewhat cheap (no purple sets, please).

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(5)
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), ResDam-I(11), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Rchg+(37)
    Level 2: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), S'dpty-Def/EndRdx/Rchg(17), S'dpty-Def/Rchg(37), S'dpty-EndRdx(40)
    Level 4: True Grit -- S'fstPrt-ResDam/Def+(A), Numna-Regen/Rcvry+(15), Heal-I(31), Heal-I(39), S'fstPrt-ResDam/EndRdx(42)
    Level 6: Swift -- Run-I(A)
    Level 8: Parry -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(9), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg(13), C'ngImp-Dmg/Rchg(43)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39), GftotA-Def/EndRdx(42), GftotA-Def(43)
    Level 14: Health -- Heal-I(A), Heal-I(15), Mrcl-Rcvry+(33)
    Level 16: Against All Odds -- Taunt-I(A)
    Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-%Dam(23), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
    Level 22: Phalanx Fighting -- DefBuff-I(A)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(46)
    Level 28: Grant Cover -- DefBuff-I(A), EndRdx-I(46)
    Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(34), Sciroc-Dam%(34), M'Strk-Dmg/Rchg(34), Sciroc-Acc/Rchg(43)
    Level 35: Shield Charge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Dam%(37), M'Strk-Dmg/Rchg(40)
    Level 38: Kick -- Acc-I(A)
    Level 41: Tough -- EndRdx-I(A), EndRdx-I(48), ResDam-I(50), ResDam-I(50)
    Level 44: Weave -- EndRdx-I(A), EndRdx-I(45), DefBuff-I(45), DefBuff-I(46)
    Level 47: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), Rec'dRet-Pcptn(48)
    Level 49: One with the Shield -- ImpArm-ResDam(A), ImpArm-ResPsi(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]8.5% DamageBuff(Smashing)[*]8.5% DamageBuff(Lethal)[*]8.5% DamageBuff(Fire)[*]8.5% DamageBuff(Cold)[*]8.5% DamageBuff(Energy)[*]8.5% DamageBuff(Negative)[*]8.5% DamageBuff(Toxic)[*]8.5% DamageBuff(Psionic)[*]11.8% Defense(Smashing)[*]11.8% Defense(Lethal)[*]11.1% Defense(Fire)[*]11.1% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]12.1% Defense(Melee)[*]15.5% Defense(Ranged)[*]19.3% Defense(AoE)[*]46% Enhancement(Accuracy)[*]12.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]105.4 HP (7.87%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 8.25%[*]MezResist(Stun) 2.2%[*]20% Perception[*]10% (0.17 End/sec) Recovery[*]40% (2.24 HP/sec) Regeneration[*]6.25% Resistance(Negative)[*]2.25% Resistance(Psionic)[*]5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Kinetic Combat[u]
    (Hack)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 20.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Luck of the Gambler[u]
    (Deflection)<ul type="square">[*] 10% (0.56 HP/sec) Regeneration[*] 15.1 HP (1.12%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Serendipity[u]
    (Battle Agility)<ul type="square">[*] 4% (0.22 HP/sec) Regeneration[*] 10 HP (0.75%) HitPoints[*] 3% Enhancement(Accuracy)[*] 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)[/list][u]Steadfast Protection[u]
    (True Grit)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[/list][u]Kismet[u]
    (Parry)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Crushing Impact[u]
    (Parry)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.1 HP (1.12%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Blessing of the Zephyr[u]
    (Combat Jumping)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Gift of the Ancients[u]
    (Combat Jumping)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Obliteration[u]
    (Whirling Sword)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Blessing of the Zephyr[u]
    (Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Mako's Bite[u]
    (Disembowel)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 20.1 HP (1.5%) HitPoints[*] 3% DamageBuff(All)[*] MezResist(Held) 3.3%[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list][u]Gaussian's Synchronized Fire-Control[u]
    (Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 25.1 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Scirocco's Dervish[u]
    (Head Splitter)<ul type="square">[*] 10% (0.56 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Scirocco's Dervish[u]
    (Shield Charge)<ul type="square">[*] 10% (0.56 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Rectified Reticle[u]
    (Focused Accuracy)<ul type="square">[*] 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)[*] 6% (0.34 HP/sec) Regeneration[*] 20% Perception[/list][u]Impervium Armor[u]
    (One with the Shield)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 2.25% Resistance(Psionic)[/list]
  22. Reply may be as complex as 'it was reported for content and the devs took it down' to 'the author unpublished it then put it up'
  23. There is? If there is, I can't see it. I checked through the list of available standard groups, while editing enemy groups, and could not add them to my villain groupings no matter how I tried. I am looking for a way to get them to spawn as standard enemies in the mission. If this is not possible.. then bleh, I may have to use nothing but customs...
  24. I saw a mission arc where some MM pets were used as allies for the player (mostly from Mercs and Thugs). I was wondering if there is a way to get MM pets added to a villain group as perhaps minions (or bigger for the larger pets) in order to flesh out a villain group? For a story idea I need a lot of robotic minions, and figured the MM Robotics pets would fit the bill without needing to mix in, say, Council robots, drones, or way too many customs...