Terse

Apprentice
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  1. Now I haven't checked ALL of the player guides' links, but all the ones I have checked no longer work, which makes me sad for all the wisdom I can't find any more (despite searches).

    Any chances the devs are/can think up some kind of script that can replace the old links with new working links or are we pretty much left to start over from scratch?
  2. Thanks for the advice Snakebit. I've managed to figure out how to factor in enhancements sets on Mids now (pretty obvious once I realised it) and I'll definitely be dropping Medicine in favor of Leadership. I think I'll hold on to Super Speed though. Yes Kinetics has 2 "travel powers", but I dread the thought of needing to find a mob to reactivate them off every 60 seconds or so.

    When I've got a build together I'll post it here with my reasoning.

    Quote:
    Originally Posted by Amy_Amp View Post
    Awesome, thanks Amy_Amp, that will help me heaps.
  3. Just wondering: if I slot "Performance Shifter: Chance for +End" on Transfusion and it Procs, who gets the +End? The enemy I hit with Transfusion (counter-intuitive but they are the 'target'), anyone in the healing radius or no-one?

    Anybody know for sure?

    Edit:

    Paragon Wiki tells me "This IO will grant endurance to enemy targets if slotted in an enemy-targeted power", so I think I found the answer.

    Now I'm hoping someone will come along and tell me Paragon Wiki is out of date/wrong and this enhancement will actually be good for my kin/ defender.
  4. Specific questions? Is this a viable build for soloing missions or should I forget about solo & stick to team play?

    In a teams its easy: SB everyone, let someone grab aggro, run in, throw Fulcrum Shift & Siphon Power then alternate attacks with heals & Transference as needed until everything falls over.

    In solo... by the time I get my buffs off I'm usually dead before I can start attacking.

    I took Hasten & Super Speed for concept & fun reasons (wicked fun being so FAST, pity running speed seems capped though), then Fitness for a little extra stamina if I exemp below Transference, then Recall Friend, then Medicine (Stimulant, Aid Self & Resuscitate) because I wanted the option to rez.

    But it occurs to me that while I'm a great team asset, solo I've got zero defenses & not enough hit points to survive long without spamming heals.

    Should I abandon Fitness & Medicine to fit in Fighting's Tough & Weave? They seem really poor bonuses.

    How about the Leadership pool? Do I NEED Fitness' Stamina to run all those toggles?

    How many slots should I be setting up for useful sets?

    I've used Mids to plan out what powers I can fit into a build, but I've yet to figure out how to fit/calculate set bonuses.

    Bottom line: I'm confident I can be useful & have fun in a team, but what is my best strategy to survive & succeed solo?

    I don't expect to solo AV's, but I'd like to be able to reliable run at least the lower difficulty missions.

    Edit:
    At L44 these are the powers I currently have (planned):
    1 - Transfusion
    1 - Charged Bolts
    2 - Lighting Bolt
    4 - Siphon Power
    6 - Hasten
    8 - Siphon Speed
    10 - Swift
    12 - Speed Boost
    14 - Super Speed
    16 - Ball Lighting
    18 - Health
    20 - Stamina
    22 - Inertial Reduction
    24 - Recall Friend
    26 - Transference
    28 - Stimulant
    30 - Aid Self
    32 - Fulcrum Shift
    35 - Resuscitate
    38 - Thunderous Blast
    41 - Thunder Strike
    44 - Charged Armor
    47 - Tesla Cage
    49 - Aim
  5. Hiyas. With the double xp weekend I tried a Kinetic/Electricity defender & found myself having a blast.

    But with the move to the forums I'm having trouble finding builds/guides as the links on the stickied thread seem to be broken.

    Any chance anyone can help me find a good thread?

    Thanks heaps!
  6. Just like the title says - I'm look for AE missions, single-map or arcs, that auto-sk lowbies so the whole team is on an even footing. Not just farm maps though (single maps covered in identical groups of Lts or Bosses), missions where there's been some effort at creating a story. Even if its only a short story.

    Being able to get a group of friends together, or even strangers, & running missions without having to worry about having just the right mix of levels or mentors seems to me one of the best features of the Mission Architect.

    Unfortunately I find it hard to see auto-sk story based missions from the AE search engine.

    I've written my own called "Infestation" (not quite at the Final stage yet so can't give you a number). Surely there's others.

    Edit: Oops, should have mentioned, I'm especially looking for L46+ auto-sk but if its a good story lower is good too.


    Any recommendations or tips for finding these would be great, thanks in advance.
  7. [ QUOTE ]
    [ QUOTE ]

    Ok, so I understand about the need for regular maintenance on Mondays & Fridays. Its right in the middle of my peak game time but thats just my bad luck for living on the wrong side of the planet I guess. I can anticipate & adjust.

    But when we get the server down times on other days/nights, thats really annoying - especially because it seem so hard to find out WHY I'm missing out on my vent-work-day-frustrations-by-bashing-things time!

    [/ QUOTE ]


    "City of Heroes and City of Villains undergo server maintenance daily from 8:00 am to 10:00 am Central Time. During this time, the servers are not accessible as we perform maintenance and make any updates to them. We may also perform maintenance on additional game-related servers, such as the web servers, message boards, or login servers.

    On Mondays and Fridays, this maintenance always includes restarting all North American game servers. However, maintenance does not always include "server downtime," the servers may also be restarted on days other than Monday and Friday, but this occurs on an "as needed" basis.

    Please note: While we are reserving this daily two-hour period for maintenance updates, they will not necessarily require the entire two hours and additional updates may be scheduled outside this time-period as needed. Also, the maintenance window may sometimes need to be extended. Deviations from the normal maintenance schedule are typically posted on the official news page, patch notes, and/or message boards.

    We appreciate your patience as we work during these time periods to provide our players with the highest quality of service in City of Heroes and City of Villains."

    [/ QUOTE ]

    Soooo Smurch.... what are you saying that wasn't already said by Mateo_06? You're certainly not answering my original question.

    Seems the bottom line is - there is nowhere we can see the reasons for unexpected maintenance & if we don't like taking a pot luck on getting random downtime we should just quit & subscribe to something else (with fingers crossed the something else doesn't face the same or more downtime).

    Sad, but thats life for an off-peak gamer I guess.
  8. [ QUOTE ]
    Pity us Australians, for whom server maintenance occurs in the late evening. The Friday maintenance is particularly galling as it starts 11pm on Friday night.

    [/ QUOTE ]

    11pm I WISH! For us its 9pm - or 8pm tonight. By the time I get home from work and do a couple of chores that doesn't leave much time to enjoy gaming. I know we're a tiny % of the CoX customer base, but it sure would be nice to feel like we were thought about.

    Edit: Oh, and by that last "we" I mean us off-peak gamers. Not just those of us in the GMT +8 time zone.

  9. Ok, so I understand about the need for regular maintenance on Mondays & Fridays. Its right in the middle of my peak game time but thats just my bad luck for living on the wrong side of the planet I guess. I can anticipate & adjust.

    But when we get the server down times on other days/nights, thats really annoying - especially because it seem so hard to find out WHY I'm missing out on my vent-work-day-frustrations-by-bashing-things time!

    I only get a few hours each week that I CAN play. When I lose that time as well it starts to make me wonder if I the time I've got left is worth the subscription cost.

    Is it too much for the server status page to have a message about why extra maintenance happens?

    Is there some other place I can look to see why I can't be logging in and enjoying my subscription?

    Knowing WHY these things happen would go a long way to reducing the regular frustrations of unexpected maintenance.

    It would also go a long way toward keeping my girlfriend happy too now that I've got her playing. Surely we all know how valuable that is to nurture along!
  10. Yay! Someone like it, thanks Irresponsible.

  11. Firstly, apologies if you've already read this guide over in the Base Construction forum. Snow_Globe kindly pointed out I might be better off sharing this guide here instead so, here it goes. If you didn't read it already, here's what you missed - a little better presented I hope:-

    For a long time I found it hard to pin down information on what base items are actually functional and not merely decorative. So I posted another thread here and got some good replies (thanks Drewyn, Black_Strike, & especially Bad_Wonka) that narrowed things down heaps. Google led me toCoHWikia's Base articles & an article by Archmage that helped me draft a plan I'll be using to build up my SG-base into something that offers all the (non-PvP) functionality I can get.

    Now I don't want to address PvP-functional items, but once I had it straightened out for me I thought others might find it handy to have an upgrade path that starts out with the bare minimums and builds up to a fully functional base. In this case, with an emphasis on building up Teleporter options as soon as possible. I've left out upgrading plot sizes too, since your base layout choices will come into play so bear in mind there'll be some plot upgrade costs on top of what I mention too.


    Terse's Guide to Non-PvP Base Functionality (i13): [/b]
    (For completeness: 'e' is for energy requirements/generation; 'c' for control; & 'p' is the relevent prestige value - Running Energy; Control; Prestige totals are in [ ] )

    1. Initial Services: The essentials
    + Oversight Centre - Capacity for 1 Storage, 1 Workshop & 1 Start Up item. Cost 50,000p
    + Combo Power and Control Unit – Our Start Up energy & control source. Adds 125e; 75c; Costs 25,000p. [125e; 75c; 75,000p]
    + Salvage Rack #1 – Our first Storage item for the SG to store and share salvage that will be used to make base items. Cost 15,000p. [125e; 75c; 90,000p] [/b]
    + Basic Forge/Basic Worktable – Our Workshop item, to make our first base items. Costs 20e; 10c; 25,000p. [105e; 65c; 115,000p] [/b]

    2. Basic Medical: The “Go to hospital” alternative.
    + MedBay - Adds 1 Medical item capacity to our base. Costs 50,000p. [105e; 65c; 165,000p] [/b]
    + Basic Reclaimator/Resurrection Circle - Gets you in your base & back up to 25% health & endurance. Costs 50e; 25c; 10,000p. [Totals 55e; 40c; 175,000p]

    3. Our Teleporter: At last a choice for exiting the base.
    + Teleport Bay – Room for 1 Telepad and 1 Beacon. Costs 50,000p. [55e; 40c; 225,000p]
    + Basic Telepad #1 – Crafted item, made on our Basic Forge/Worktable with invention salvage, stored on our Salvage Rack. Costs 50e; 25c; 15,000p. [5e; 15c; 240,000p]
    + Beacon #1 - The item we attach to a Telepad that determines which zone we exit to. Each zone beacon requires a corresponding SG Exploration badges. Costs 5c; 10,000p. [5e; 10c; 250,000p]

    4. Basic Workshop: SG sharing stuff time
    + Workshop 1 - Room for 1 more storage item & 1 more workshop item. Costs 50,000p. [5e; 10c; 300,000p]
    + Personal Storage Vault - Base-side access to our vault. Costs 100,000p. [5e; 10c; 400,000p]

    5. Workshop Upgrade 1: More SG-sharing options
    + Workshop 2 – Room for 9 storage & 2 workshop items. Costs 100,000p. [5e; 10c; -500,000p]
    - Delete Workshop 1 - After moving the old storage items of course. Recover 50,000p. [5e; 10c; 450,000p]
    + Inspiration Collector – Start sharing inspirations. Costs 75,000p. [5e; 10c; 525,000p]
    + Enhancement Table – Start sharing enhancements. Costs 95,000p. [5e; 10c; 620,000p]
    + Salvage Rack #2 – Since they only store 30 items each. Costs 15,000p. [5e; 10c; 635,000p]

    6. Energy Upgrade 1.
    + Energy Terminal – Room for 1 energy source and unlimited auxilliary items. Costs 100,000p. [5e; 10c; 735,000p]
    + Basic Generator/Power Crystal – A basic dedicated energy source. Adds +1,000e. Costs 200,000p. [1,005e; 10c; 935,000p]

    7. Control Upgrade 1
    + Control Room 1 – Room for 1 control item & 4 auxiliaries. Costs 100,000p. [1,005e; 10c; 1,035,000p]
    + Mainframe/Magic Axis - Basic dedicated control source. Adds 50c. Costs 50e; 50,000p. [955e; 65c; 1,085,000p]

    8. Teleporter Upgrade 1: Lets have 4 beacons - no-one really things 1 teleporter is enough do they?
    + Teleport Chamber 1 - Room for 2 Telepads and 4 Beacons. Costs 100,000p. [955e; 65c; 1,185,000p]
    - Delete Teleport Bay - After moving our first Telepad of course. Recover 50,000p. [955e; 65c; 1,135,000p]
    + Beacon #2 - A 2nd exit choice for our first Telepad. Costs 5c; 10,000p [955e; 60c; 1.145.000p]
    + Basic Telepad #2 - Time to use the Forge/Worktable again. Costs 50e; 25c; 15,000p [905e; 35c; 1,160,000p]
    + Beacon #3 - With more SG Exploration badges of course. Costs 5c; 10,000p. [905e; 30c; 1,170,000p]
    + Beacon #4. Costs 5c; 10,000p. [905e; 25c; 1,180,000p]

    9. Control Upgrade 2
    + Terminal/Clerk Desk #1 - Basic control auxiliary items. Adds 10c. Costs 10e; 10,000p. [895e; 35c; 1,190,000p]

    10. Teleporter Upgrade 2: 6 Beacons please
    + Teleport Chamber 2 - Capacity for 3 Telepads and 6 Beacons. Costs 162,500p. [895e; 35c; 1,352,500p]
    - Delete Teleport Chamber 1. Recover +100,000p. [895e; 35c; 1,452,500p]
    + Basic Telepad #3. Costs 50e; 25c; 15,000p [845e; 10c; 1,467,500p]
    + Beacon #5. Costs 5c; 10,000p. [845e; 5c; 1,477,500p]
    + Beacon #6. Costs 5c; 10,000p. [845e; 0c; 1,487,500p]

    11. Control Upgrade 3
    + Pillar of Ice and Flame - Ouroboros missions access. Costs 15e; 50,000p. [830e; 0c; 1,537,500p]
    + Terminal/Clerk Desk #2. Adds 10c. Costs 10e; 10,000p. [820e; 10c; 1,547,500p]
    + Terminal/Clerk Desk #3. Adds 10c. Costs -10e; 10,000p. [810e; 20c; 1,557,500p]

    12. Workshop Upgrade 1: So we can make better base items
    + Advanced Worktable/Expert Worktable. Costs 10e; 20c; 20,000p. [800e; 0c; 1,577,500p]

    13. Control Upgrade 4
    + Monitor Bank/Scrying Paintings #1 - Crafted at our new Advanced Worktable/Expert Worktable. Adds 20c. Costs Invention Salvage; 10e; 25,000p. [790e; 20c; 1,602,500p]
    + Monitor Bank/Scrying Paintings #2. Adds 20c. Costs 10e; 25,000p. [780e; 40c; 1,627,500p]
    + Monitor Bank/Scrying Paintings #3. Adds 20c. Costs 10e; 25,000p. [770e; 60c; 1,652,500p]
    + Monitor Bank/Scrying Paintings #4. Adds 20c. Costs 10e; 25,000p. [760e; 80c; 1,677,500p]
    - Delete Terminal/Clerk Desk #1. Recover 10e; 10,000p. Lose 10c. [770e; 70c; 1,667,500p]
    - Delete Terminal/Clerk Desk #2. Recover 10e; 10,000p. Lose 10c. [780e; 60c; 1,657,500p]
    - Delete Terminal/Clerk Desk #3. Recover 10e; 10,000p. Lose 10c. [790e; 50c; 1,647,500p]
    - Delete Terminal/Clerk Desk #4. Recover 10e; 10,000p. Lose 10c. [800e; 40c; 1,637,500p]

    14. Teleporter Upgrade 3: Beacons 7 & 8 thanks
    + Teleport Chamber 1 #1 - Two of these are cheaper than a Secure Teleport Bay 1 giving the same 4 teleporter capacity. Costs 100,000p. [790e; 50c; 1,737,500p]
    + Teleport Chamber 1 #2. Costs 100,000p. [790e; 50c; 1,837,500p]
    - Delete Teleport Chamber 2. Recover 162,500p. [790e; 50c; 1,675,000p]
    + Basic Telepad #4. Costs 50e; 25c; 15,000p. [740e; 25c; 1,690,000p]
    + Beacon #7. Costs 5c; 10,000p. [740e; 20c; 1,700,000p]
    + Beacon #8 – For a heroside base only. Costs 5c; 10,000p. [740e; 15c; 1,710,000p]

    15. Medical Upgrade 1: An inspiration supply in our base please
    + Infirmary – For a base capacity of 4 medical items. Costs 100,000p. [740e; 15c; 1,810,000p]
    + Auto Doc/Tree of Wonders - Inspirations vendor. A crafted item requiring the Auto-Doc Plans badge (5,000,000 points SG healing). Costs 50e; 15c; 50,000p. [690e; 0c; 1,860,000p]

    16. Control Upgrade 5
    + Database/Bookshelf #1. Adds 50c. Costs 100e; 50,000p. [590e; 50c; 1,910,000p]
    - Delete Monitor Bank/Scrying Paintings #4. Recover 10e; 25,000p. Lose 20c. [600e; 30c; 1,885,000p]

    17. Medical Upgrade 2: Improved resurrections too please
    + Combat Logs/Contemplation Charts - Break Free inspirations. Requires the Combat Log Plans badge (100,000,000 points of SG healing). Costs 15e; 5c; 50,000p. [585e; 25c; 1,935,000p]
    + Robo-surgery/Spirit Signal #1 - Improved resurrections (+10%, or 35%). Costs 20e; 10c; 25,000p. [565e; 15c; 1,960,000p]

    18. Control Upgrade 6
    + Database/Bookshelf #2. Adds 50c. Costs 100e; 50,000p. [465e; 65c; 2,010,000p]
    - Delete Monitor Bank/Scrying Paintings #3. Recovers 10e; 25,000p. Loses 20c. [475e; 45c; 1,985,000p]

    19. Medical Upgrade 3: The best resurrections we can get?
    + Trauma Center – Room for 12 medical items. Costs 250,000p. [475e, 45c, 2,235,000p]
    + Robo-Surgery/Spirity Signal #2 - Improved resurrections. Costs 20e; 10c; 25,000p. [455e; 35c; 2,260,000p]


    Ok thats it. I hope someone finds it useful. If you can expand on PvP or likely plot upgrade issues as well please do. If I can I'll edit it into this guide.

    Also, as Snow_Globe pointed out to me previously, Bonker's excellent Guide to base building for the small SG provides another upgrade path, so if you found mine lacking that might be a good resource to you too.

    Cheers.