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Posts
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I can see why you might want hover and combat jumping, im just not sure why you would need the travel powers fly and superjump. I mean, its not as if you normally fight with either of them on. or are they just mules for -knockback enhancements.
When you say you dropped ogloom for cloak of fear, this build has neither. Is that a concern? I was assuming death shroud made the fear effect pretty useless, and pretty much wrote it off. I guess the -acc would be the useful part
And is there any way to find out how end hungry it'll be. I mean, i can see the total recovery and end drain, but I don't think it takes using attacks into account, so I'm not sure. Other than that, it's a pretty tasty build. Thanks again for the advice -
Thanks so much for the feedback, Im glad someone pointed out it was rubbish before i went and tried it.
That first build looks completely impossible to make, with lvl 53 hami-o's and crazily impossible to get gladiator's armor, so thats probably a tad out of my budget.
The second one looks good and well rounded (and a hell of alot cheaper), but as I showed by my first attempt at a build, im not too sure what im looking for. I was assuming oppressive gloom was too useful to skip, but i guess im wrong, and Im not sure what advantage you gain from having both fly and superjump. -
recently hit 50, and thought i'd plan out a build that hopefully works, however, i don't really have much clue when it comes to builds, especially IO slotting which still seem like some newfangled part of the game to me. Anyways, was hoping i could get some feedback on my build, pointing out whatever massive mistakes i've made in both power selection and IO slotting. Any advice would be appreciated
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp -- Achilles-ResDeb%(A), Achilles-DefDeb(3), Mako-Acc/Dmg(5), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dmg/EndRdx(7), DefDeb-I(9)
Level 1: Dark Embrace -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam/EndRdx(5), Aegis-ResDam/Rchg(9)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-%Dam(13), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(15)
Level 4: Murky Cloud -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/EndRdx/Rchg(17)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Divine Avalanche -- LkGmblr-Def/Rchg(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-EndRdx/Rchg(21), LkGmblr-Def/EndRdx/Rchg(21), Acc-I(23)
Level 10: Obsidian Shield -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(23), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(25)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dark Regeneration -- Sciroc-Acc/Rchg(A), Mrcl-Heal/Rchg(29), Mrcl-Heal/EndRdx/Rchg(29), Mrcl-EndRdx/Rchg(31), Mrcl-Heal/EndRdx(31), M'Strk-Acc/EndRdx(31)
Level 18: The Lotus Drops -- Achilles-ResDeb%(A), Achilles-DefDeb(33), Sciroc-Acc/Dmg(33), Sciroc-Acc/Dmg/EndRdx(33)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 22: Death Shroud -- Armgdn-Dam%(A), EndRdx-I(36), Armgdn-Dmg/Rchg(36), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(37)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Soaring Dragon -- Hectmb-Dam%(A), Mako-Dmg/Rchg(37), Mako-Dmg/EndRdx(39), Hectmb-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg(40)
Level 28: Kick -- Empty(A)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam/Rchg(50)
Level 32: Golden Dragonfly -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(40), Oblit-%Dam(40), Sciroc-Dmg/EndRdx(42), Sciroc-Acc/Dmg/EndRdx(42), Oblit-Dmg(42)
Level 35: Oppressive Gloom -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(43)
Level 38: Soul Transfer -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), EndMod-I(45)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Focused Accuracy -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(46) -
Quote:I didn't mean creating costumes is an inf sink, which is fine, but if I wanted to constantly switch between several saved costumes, switching to and fro over and over again, most of my inf would end up going to that instead of anything else. With more costume slots, I could switch on the fly instead of having to run to a tailor and back, and wouldn't drain my inf completely. I was only referring to switching costumes as a work around for not having enough costume slots, not the tailor itself.I believe that is the point... Going to the tailors is MEANT to be an INF sink. Given the advent of Gleemail, vet costume tokens, and bonus costume tokens whenever they break/redesign costumes I don't really think this suggestion is needed.
Especially before lvl 20, the whole only having one slot is kinda killer if you want a 'dual form' character, I know you can buy an extra with halloween salvage, but it would be nice to get some from the get-go, and if, like the 'other' game, Paragon offered a service of paying for account-wide costume slots, I'm pretty sure looking at this thread alot of people would make use of this. Its not for everyone, and thats fine. It's optional after all.
It would all depend on how much money the devs believe this could make. I would have thought it would at the very least break even with the time taken to implement, but as I have no knowledge of MMO business models, it's a pure guess. I'm only suggesting its looked into by the devs - if it looks to make a loss for the studio, then thats fine. I just think it may make some people happy and help fund the game as well -
constantly switching out costumes for saved costumes can be a pain in the backside, and can end up costing alot of inf. Plus, its really nice to get more than one slot to play with at the start of a character instead of having to wait 20 levels or spend your hard earned inf on some farmed halloween salvage in AH, which still would only give you an extra one. I just think it would (probably) be easy to implement and could be a good source of income to fund new sparkly game content. There definitely seems to be people out there such as myself who would buy extra costume slots.
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Hey all, I've recently started playing CoH again after feeling the pull of rival MMOs. I've never kept up with the forums, so i may not be in the right place, and thousands of people have probably suggested this before - in which case, tell me to shut up.
But anyway, the title is kinda self explanatory. I'm addicted to making new costumes, but i normally run out of slots for them. So I thought it would be an idea if we could buy extra costume slots account-wide, either with real world money, or through in game currency. I am assuming having a load of costume slots wouldn't break the game engine or something, and it might take more effort to implement than is worth it, but I would definatly pay to use all my costumes. I know this idea is just stolen from a certain rival superhero MMO, but i really liked it
So, what do people think? Would people pay to get more costume slots?