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Posts
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Joined
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First, this looks like a really cool set! Thanks for all the hard work. I for one always go for the new costume pieces.
Second, with all the new sets that have come out over the past year and a half, the many changes to the heads, body, the moving of costume pieces from one place to another, revamps, clipping etc, many of my costumes on my characters are "broke". Is there any word of some Tailor Tokens coming our way by chance, or are we destined to buy them from here on out? I've bought all the costume slots, so each change usually affects someone.
Again, love all the new sets, can't wait to see the "Post Apocalyptic" one! -
Quote:That's kinda what happens when you are slammed into the ground... you bounce.Looking forward to the release, though, alas, next week's a very heavy work week for me
Still a weeeee bit puzzled how an overhead bash (Sky Splitter)- flying down from above, yet- does knock UP, but oh well.
Also, any word on any alternate weapon types that weren't on Beta? Say, a pack like the Titan Weapons.... >.> -
Wow, I see I have a lot to learn about making builds....
Thanks for the input, and the restructure of my build.
Just a couple responses, I don't use Air Superiority as an attack per se, I use it as my "flapjack" move, keep bosses off their feet, bring down fliers, etc. That was why it had only an accuracy in it, make sure it hits. But with the restructured build I can simply put it back in instead of Incinerate. I only took Hover for a slot for a LotG Global recharge.
Boxing/Kick, either one I don't use, it is simply something I have to take to get to Tough, and Weave.
I took Assualt simply so I/we could do more damage. In my rough draft of the build, it was my last choice, and I juggled things around in this build so it just came up a little sooner.
Everything was slotted mostly for set bonuses. My choices were based on trying to make a well-rounded char, but apparently I don't quite have the knack for making an awesome build yet. I'll keep working on it.
Thanks again!
-Tig -
Been playing the game for over 2.5 years, and been mostly going along with what looks fun as far as builds, powers, etc. on my characters. However, with the increase in end game content, increased level of mobs involved, I've noticed my survivability has taken a drastic plunge. So that being said, I've sat down with Mids, and really gotten into it, and have came up with this build that will hopefully give me survivability, usefullness, and fun while I play. Any and all feedback is defintely welcome.
Some things to note, my preferred travel power is Fly. The others I have trouble with controlling my char... >.>
Not sure if it's Mids, or something on my comp, but the toggles, Accolades, and Incarnate don't always stay on when I load or save a build, make sure they are on.
I'd prefer to keep this build Purple/PvP set free. I don't intend on sinking the kind of money into this build that those sets would require.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
WP/Fire Defense Build: Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(23), Heal-I(34), S'fstPrt-ResDam/Def+(37)
Level 1: Scorch -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Acc/Dmg(21)
Level 2: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-Psi/Status(11)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 6: Air Superiority -- Acc-I(A)
Level 8: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(11), LkGmblr-Rchg+(15), Ksmt-ToHit+(31)
Level 12: Rise to the Challenge -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(13), Numna-Heal(13), Numna-Heal/EndRdx(34)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(42), Zephyr-Travel(43)
Level 16: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 18: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(19), P'Shift-End%(19)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 22: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(23), Zinger-Acc/Rchg(36), Zinger-Taunt/Rchg/Rng(46), Zinger-Taunt/Rchg(46), Zinger-Taunt(46)
Level 24: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(50)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Dmg/Rchg(34), Oblit-Acc/Rchg(36), Oblit-Dmg(36)
Level 32: Strength of Will -- ImpArm-ResPsi(A), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(33)
Level 35: Assault -- EndRdx-I(A)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 47: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48)
Level 49: Hover -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
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Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(37), Mrcl-Heal(40), Numna-Regen/Rcvry+(40), Numna-Heal(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(40)
Level 4: Ninja Run
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Set Bonus Totals:- 16% DamageBuff(Smashing)
- 16% DamageBuff(Lethal)
- 16% DamageBuff(Fire)
- 16% DamageBuff(Cold)
- 16% DamageBuff(Energy)
- 16% DamageBuff(Negative)
- 16% DamageBuff(Toxic)
- 16% DamageBuff(Psionic)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 4.88% Defense(Psionic)
- 15.8% Defense(Melee)
- 8% Defense(Ranged)
- 8.94% Defense(AoE)
- 18% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 52.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 344.4 HP (18.4%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.75%
- 7.5% (0.13 End/sec) Recovery
- 86% (6.72 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 6% Resistance(Psionic)
- 20% RunSpeed
Code:Power level selection isn't set in stone, and this build is mostly for endgame anyway. Thanks in advance for any help/suggestions!| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1451;726;1452;HEX;| |78DA65945973124110C7676149C29910CE5C040811C841A08CAF5A1563AA62852A7| |2689E2C0ACD24AC520B2EC4E3CDCFA00F7E01CFAFA43E7A97D7BBC6B5E9FF04B72A| |542DBFA6A7E7DF334DF7561FAC07847874496881CBAD46B75BDF6B9877A435523DE| |E357A46DB8CEDD756360C4BA6D7E5A134BB32BD766CB40E8685104944D6D54269DF| |68B53AEDFBD23A5DA8CA9694A50D435A0F618737CDA6B4A4D92B9D1AFE5ABBDD2A6| |DB48CA3662FC0F6966C740CF368F4F4C781B4BA4DA31344603F8E56A7AF748C5BA5| |35EBB827EB5BF29ED1E8351B66BDDAE8F6285792CEB640CF7B2F7D69F408DB23B26| |4E4852BC508CD32E2194626472115914BD0AF1911F609F5B1DD62979015FA0E6368| |9B11AD313E90BA06759756D6FA0AAE5586EF022129C649C8AD84DCD8A34361087A5| |1A8FBA8961EC409CF241FE523690F2BEDE16B2C3AB20DEC323E518017016EEF18B2| |4619A1182375426B5EF199E2FC7C4ADBEDDFE39500140290CD40D64F6708E20CAEE| |03B57DF557CCB5878C388D0654611A08FFE66D7D81FE08491FE8B5D36E30BE50DAB| |0B849FB06BFC31F0941015714A185101111CB9820B54709D28258C21A127D6E5AD7| |18B317797B1DC01DA80C9F84A79134A3601D9246493908D93EC84929D78C67B269F| |032F70DF97C02B46E535234CA79D52B253909D86EC346413BE7EEB4076A6FFAFCF8| |8142A91425D32A8D21C6A36870A7EA3D3CEAAAACF16B917D30520C718A7BC59E415| |D90CB7C604659A575D357FC8AE73474013B8CD70D1D682EAAA02BACA4DAE45D5348| |B988725CCC312E66109F3A0535C49C595427CBF151FE007820C2FC595558AB2AA8A| |3E181E2190B5A80FA6D05E702EDBF41165A7C74B550989CA99A0F3673CAB673C5B4| |ECF3267AEE92A31B9B445767DF70D86566888FAF9DFA56B17B5FED4E4AE122222BF| |C9E5C85FE7F7421103F3C3A95060855F3EC79B00ED9D43CFE7D1F3DEB1C19BC0AE5| |1B0ADCA71C361371CF64D87BD13210565FF0346F2E1D5| |-------------------------------------------------------------------|
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Maybe double XP? That would be nice.
(And I said Winter Event, not Halloween. You know, presents all over the map, big snowman around the corner waiting to pounce, that sort of thing...) -
Everything is buggy this morning, I guess I won't be doing anything CoX until Friday.
Hmmm, wonder if the Winter Event will be active this weekend.... -
Bummer, got all of 5 minutes of play time to move one of my chars from one dayjob to the other, went to switch, and now the login server is borked.....
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Maybe I did mis-read it. But with the flight speed displayed to the left of the bar in the graph, and the total over cap displayed in a tooltip, not sure how I mixed them up.
It may be you are right, and the speed cap is still the same, and it could all be that I just saw for the first time the actual debuff displaying in my movements window in game. I had never seen it before the other night. (Or perhaps I just didn't remember seeing it, old age and all that...)
I'd like to go back and double-check, but my family was kind enough to let me know Mids needed updating, and took care of it for me... -.-'
Current version shows the 58.6 cap.
And thanks for the reply Fleeting Whisper. -
I was just comparing my movement speeds the other day, and was surprised to discover a negative bonus to many of the flight powers. (Fly, hover, Raptor Pack, Jump Pack) I also noticed that the cap for flight speed is now about 58.63mph. I checked with an older version of Mids, and cap seemed to be about 73mph then. I've gone through all the release notes since I17, and can't seem to find where it says they lowered Flight cap speed.
Anyone happen to have seen where they lowered flight cap speed, and why? -
Tiglion
@Falco
I Survived "Hack"
200 Million Influence consolation prize (if you please)
Just a few things:
First, thanks Cai, for the opportunity to participate in this event, and for sharing with the rest of us.
Second, wish I had known it was going to be more of a race than a Contest. I thought I had until 5/3/10 at Noon EST to finish and post, otherwise I would have stayed up late today/yesterday instead of going to bed... XD
Third, Congratulations to the winners! -
Quote:While they don't have a chance to fight him/her/it in a SF, they do have 2 arcs that they should be able to do.mostly awesome issue, but I am admittedly a bit irked that no Villain SF that has to do with the Dark Mirror villain.
I mean its the name of the issue even and villains do not get to fight him/her/it
still lots of neat stuff
Quote:Content
New Story Arcs: Issue 17: Dark Mirror features two new Hero and two new Villain story arcs for levels 20-30. Each of these story arcs has four missions, and the story arcs highlight the Dark Mirror's sinister new enemy. Acquire first Hero story arc in Talos Island, and the first Villain arc in Sharkhead Isle.
And a WOOT! for animated tails.... -
Although I'm not sure I'll be utilizing this feature, I went to check what doesn't transfer, and I keep getting a response that "Permission is Denied", and "This answer is no longer available" when I click on the link for the Knowledge Base article. Anyone else having this problem? I would just like to have access to the info, in case I decide to move someone before the end of February. Thanks.
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I just double-checked the wiki, and you are correct. For some reason I had the impression there were a couple for participating in the Event that weren't rewarded later. Well, shoot, now what are we gonna do with the Candy corn idea....
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I also have a hard time with this issue. While I don't think the badges should be obtainable if you weren't there, I do believe you should have the option to "claim" appropriate badges on any character you create on the account later, provided that one character on the account fulfilled the requirements. Much like, as suggested earlier, claiming your Vet rewards. If you want it, click the button, if you don't want it, leave it alone. YOU were there, so YOU should be the one to choose if this character (who to me are extensions of myself) gets the badge or not. If I was there, essentially, he/she was there
I don't suffer from Altitis (I enjoy it very much, thank you), what I suffer from is completeism. I want ALL the badges on ALL my chars, each one should have done everything else the others have, and have the badges to prove it. The TF/SF's should all be done, all the costume slots, the capes, the inventions, the unlockable tailor items, and... the list goes on, but you see my point. I have fun doing all these things, this is a great game to play, but I suffer because I know, there are certain things that I will never be able to do, and my characters will never be complete. I will never get the Anniversary badges that I missed, and I don't believe I should, I wasn't there for it. And unless they stop giving out the Vet badges, I will never catch up, and have them all.
Just to make sure I'm clear, I don't think All badges should be global. Just those Event badges gained for your presence during the given time frame. Most of the others should stay as they are now, character based. And, if someone wants to spend 2 weeks in the same farm, doing the same thing over and over in order to gain one of these badges, I think they earned it. If they put in the time, and met the requirements, then let 'em have it. Maybe I say that because I know that at some point, that is what I'm probably going to have to do for some of my characters...
Also, on a side note, I certainly appreciate the fact that the older Winter event badges are obtainable, although, I have to give away my candy...Hmmm, maybe they could add Candy Corn drops to the Halloween event and make those badges obtainable... What? It could happen...
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I like most of these, Steelclaw
How about, on a random Newspaper/Radio missions, when you click on the mission door, a giant boxing glove on a spring comes out, and knocks back your entire team. Then once everyone has recovered, you must destroy the glove before entering the mission. That might be a nice surprise... -
When we first started playing CoX, my family and I got into it pretty heavy. We were playing constantly, switching off, taking turns. It was all new to use, and we were loving it.
One weekend, if I recall correctly, we were hiking up to some falls in our area, and were having a good time just being together. My wife made a comment about something high up on the falls, and I said I couldn't see what she wanted me to see. My son, bless his little gamer heart, said "Adjust your camera angle with either the Insert or delete key...", kept right on walking, and never realized what he had said.
We took a few days break before resuming the game... -
I've only been Spelunking through the boards the last couple of days, and I think there are a lot of neat ideas floating around.
While I'm not sure how well the concept would be explained, as far as "parrying" with Dual Pistols, maybe have a manuver called Dual Full Clip ( Is there already a power called this? It seems really familiar, if so then maybe something along the lines of Blitzkreig...) in which you throw so much lead in the air that incoming attacks are deflected, giving you a bonus to Defense for a short time.
And if people can attach things like grappling hooks to their weapons, I'm sure we could have something like a "Serum Vial" that would be attached the end of your weapon, and shot into the rear of your poor depleted teammate. Of course it would be interuptable. Face it, if you are attacked while attaching this thing, you would end up dropping the vial. You could even have a nice animation similar to the shocked/stunned.... I can just see it now
"Oh, no, my friend is being defeated! I must use my Serum Vial!!!" *twist, twist, twist* (that's you attaching your Vial to the end of your pistol)*FOOM!* (OK, I couldn't come up with a really good sound for firing so that one will have to do...) *BZZZZZZT!* (that's your friend going into convulsions as your Serum Vial is injected into their butt at supersonic speeds. Of course there would be small lightning animations around the injection site) "Ah, another good deed done for today!"
I could see a healing shot working, definitely.
Neat ideas BrandX, thanks for sharing. -
I kinda like this idea. I don't do PvP, except to get the Shivans, and Nukes, and that isn't really PvP as far as I'm concerned, just that it is in the PvP environment. I think it would need a lot of work, however.
First, the ability to pick which Gladiator was summoned would definitely be needed. Nothing like wanting a Raider Engineer for the Force Field and get a Cog due to random selection. There are about 52 Gladiators for Heroes, and 53 for Villians. Odds are against you that you'll get the one you want, or one that will help. But, would be nice to have another buddy...
Second, I think the aspects of the power should be different for PvE, and PvP. While most of your Gladiator badges are earned through PvE, they are in fact for the PvP aspect. Granted you can only use them in the arena, and your char doesn't actually engage, it is considered PvP. For earning the power, it should involve the PvP Day Jobs, and Accolade. Although, there is already a power (Combat Shield: Toggle) associated with the Day Job Accolade, (oddly enough, "Gladiator") I wouldn't know what else might be needed to gain this summoning power. I think it should be placed on a lengthy timer, say 20 minutes, that way people aren't popping out gladiators every five minutes, and the summon should last 4-5 minutes. For PvE, that would be static. No effect from bonuses, etc. For PvP, I think the timer should stay the same, but duration would be adjustable based on your Rep. The more Rep, the longer it lasts, up to at least 10 minutes. I would say no more than 15, but that would be pushing it. Of course you would be able to buff and heal both aspects. Also, I think the PvE aspect should be non-controlled, much like the Shivans, and the PvP would be controllable, like the Heavies. Each would be based off the environment you were in of course.
Also, I think there would be a need to seperate which class of Gladiators you could summon based on some sort of timer, or environment. For instance, you shouldn't be able to keep summoning the Boss class gladiators over and over. Maybe make it so each class must be summoned once before you can summon that class again. I realize that could put you in a loop (Minion, LT, Boss, Minion, LT, Boss...) but maybe set it so the power resets after a certain amount of time logged off, and you can start over. Or, the power is inactive/unused for so long, and will reset. Maybe even set the classes so Minions are able to be summoned each time, LT's every other time, and Bosses every third.
Neat idea Pum, thanks for sharing. -
Quote:Maybe simply allowing for Claws not to be chosen, a "None" option? You could then select the monstrous/zombie hands for your character, and run with that, not great, but they do have long fingernails/claws. Granted, the animations of "drawing" your claws would be lost but it would be more in tune with what I think you are suggesting. Although, I believe some animations would have to be changed even with that, since most Claw-wielders close their fists when they swing....*excavates*
Alright, now that We Have The Technology to alter power animations, I figure now's the time to suggest something that's been on my mind for awhile: fingernail claws. The current claw animations are cast in the style of a certain over-exposed Canadian runt, but claw-tipped fingernails used in a scratching and clawing style are relatively common in comics, and fit certain character concepts better than the current variety. And no, I'm not suggesting hissy little catfight scratching motions; I'm thinking more like the Warwolves' big clawed swipe attacks among others.
The stumbling block here is that I don't know how easy it'd be for the art team to render small fingertip claws that are still fairly easy to see (though my blind guess would be "not very"). Still, it'd be yet another big addition to the already vast customization options, right? -
I didn't use the Free transfers, but I think it would be nice to keep them free. However, put them on a timer. Such as, a char can only be transfered free once every 21 days, and no more than 4 free transfers per account per calendar month, anything else would need to be paid for.