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Posts
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Joined
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Quote:Level 30 - PowerHey guys, just a quick question. Once you get past level 30, how does the power and slots work?
I just turned 31 on the weekend, and I had 3 slots instead of 2. Also, what about powers? Do I still get to choose powers every even number just like I did prior to 30?
Many thanks.
Level 31 - 3 slots
Level 32 - Power
Level 33 - 3 slots
Level 34 - 3 slots
Level 35 - Power
Level 36 - 3 slots
Level 37 - 3 slots
Level 38 - Power
Level 39 - 3 slots
Level 40 - 3 slots
Level 41 - Power
Level 42 - 3 slots
Level 43 - 3 slots
Level 44 - Power
Level 45 - 3 slots
Level 46 - 3 slots
Level 47 - Power
Level 48 - 3 slots
Level 49 - Power
Level 50 - 3 slots -
Quote:I think unless I was aiming to boost a Firey Aura's defence further with IO bonuses there isn't as much a need to take Weave which leaves two powers to free up. I also generally fill the KB hole on FA with IOs which I buy with Merits. That would leave one power and for me to find but I generally don't take the 2nd tier Tanker attack, but that is down to personal preference.I'm still a begrudging non-Convert. I suppose I need to revisit this.
On my 42 Fire/Stone, I've been tanking with just the Fire toggles and /stone's knockup mitigation. With Healing Flames and the occasional inspiration, I can tank fairly well and the damage output is great ... Fire for AoE, /stone for single target. But I have noticed that against upper-end factions (Nemesis, etc.), I am pretty squishy unless I am being actively buffed by a teammate.
My current power picks:
Fire: everything but the passive fire resist power
/stone: everything
Speed: Hasten
Leaping: CJ/SJ/Acro
Pyre: Char
Assuming I take Melt Armor and Fireball, I have just one power left to take.
To make room for Boxing/Tough/Weave, I would have to dump the tier 2 /stone attack and either Acro or Hasten (and get a couple of -knockback IOs). And then there's the endurance issues ... /stone is an End hog. I will probably end up with 50% endredux on all attacks other than Burn.
But then again /Stone does have a lot of control going for it including knock up, knock down, stuns etc so the need for additional protection isn't as needed as much if you were using a different secondary. -
I have found that since Fitness became inherent that fitting in Tough/Weave as become quite easy. I like the bonus to resistance from Tough on my resistance tanks (Fire, Electric) and Weave on my defence tanks is brilliant (Shield, Invulnerable).
Prior to inherent Fitness my Shield/Electric thanks (which I was still leveling at the time) didn't have Tough/Weave and wasn't getting it until later on. At the time I thought he ran quite well and I was happy with his performance. After inherent Fitness came in I respec'd Tough/Weave into the build at that level and the performance went up quite a bit and I loved it. Weave also allowed me to soft cap to all positions on him as well easier as well, as it saved me from having to find that extra defence from set bonuses.
As for Boxing/Kick I just don't bother with it at all and save the slots for my other attacks. -
I love Gravity to and think its a good set. My Grav/Storm/Earth namesake is one of my best toons. But if I was Dev for a day I would tweek the set by:
1) Speed up the animation of Propel
2) Boost the damage in Lift
3) Apply the Stun in Wormhole before Teleport and widen its AoE radius (Im looking at you big spacious Praetorian Lab maps!) -
There should be warning "Not Work Safe" I just spent the entire time reading that stifling my laughter!
My fav bit was:
Quote:You remember that guy you always hated playing AD&D with? The sadist who created nothing but killer dungeons and laughed when your favorite character died to a kobold? We hired him. -
I agree with the potentially overpowered but it looks like it would be a great support set.
Would could be fun, and kind of follows the randomness of the Roulette, is if the debuff/buff values were randomly generated between quite a low value and a higher one. -
Quote:From what I remember the only attacks that don't have a positional tag are some of the Mind Control attacks, someone please correct me if I'm wrong. In those cases you would need to soft cap to Psi damage.I know that softcapping all three positions gets you most of the way there, but I've read that there are a handful of attacks without position tags. What are those attacks? Do they have damage tags? Put another way: Is there any benefit at all to softcapping any of the damage types if you've already softcapped the positions, and if so, which damage types are beneficial?
Sorry if this has been covered somewhere on the forums. If it has been, I couldn't figure out a search that would find it. -
Quote:Have you ever tried Wormholing Hami itself? It works and it is hilarious. Your team will be so shocked :PQuote:Yep, I was on a team with someone who did this - ONCE. I've only seen it done once. I should have taken a screenshot. Hami was... maybe 80-100 feet outside the goo.
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Quote:I kind of echo what Heraclea says here. I have a Electric Armour/Dual Blade build planned and because I wanted to take all the ElA stuff and get all the combos I ended up eating slightly in my PPP choices and I was slightly tight on slots. However, with Lightning Reflexes you get a nice bit of global recharge so you can get away slightly with not slotting for that.The main thing about DB for tankers is choice of primary. Basically, you want one that has stuff you can skip in it. This is a bit less pressing now than it was before inherent Stamina, but to get the most out of DB you want to take every attack it offers.
My main DB tanker is Fire/DB. Since inherent Stamina that character now has room for Burn, Temperature Protection, and RotP, but still skips Fiery Embrace to have all the combos instead.
Ive been leveling a DB/DA Brute and yes it is a bit on the mad side!! The first 20 odd levels were a bit of a nightmare but she's getting back better now! -
If I run a LGTF on my namesake Grav/Storm I just like Wormholing groups of Rikti into Hami just for giggles. Although I did that and accidently teleported the pylon in as well and it was a pain to get back out. This was just after I19 went live so it was quite recent, I did bug it so don't know if its been fixed.
As for the OP - Ive not heard this myself and the runs Ive been on have all been Pylons, Mitos, Hami. -
Quote:I vaguely remember reading about a bug where you would get invisible Zeus Titans if you had one of the Herc Titans in a phase cage of somesort and then destroyed another near so they would combine. The result would be an invisible, untargetable zeus titan attacking you!I've seen this happen twice Live.
Both times when I killed one of two Titans that are trying to merge.
If fired rocket swarms at me that did no damage, but the AoE gas clouds they created did. I had to click a glowie to end the mission so it was very annoying.
The other mission was, IIRC, a defeat all, and even though the Inviso-Titan was still operational and tailing me, it completed when I KOed a Gunslinger.
Once the bug is fixed, I think the devs should add an actual stealth Titan unit to Malta. Smaller than the Hercules class, they use their smaller size and active cammo to move about in the city unnoticed.
Because nothing screams "secretive stealth ops cabal" like giant white or blue robots and guys in blue cowboy hats walking around the city core in daylight.
.
Oh and this gives me another reason to hate fighting Malta! -
Great work as always mate and loving the 3D Art - in fact I have borrowed the face of the Tired Angel character as my avatar!
Hope you don't mind! -
The new inherent fitness works in forms mode as well
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Without knowing what content you have done have a look at these wiki pages for all the contacts etc:
http://wiki.cohtitan.com/wiki/Catego...acts_Level_1-4
http://wiki.cohtitan.com/wiki/Catego...acts_Level_5-9
And this is the main page where you can look at all the contacts within the level ranges:
http://wiki.cohtitan.com/wiki/Catego...tacts_By_Level
Edit - Depending on whether you are badge hunting as well as playing contacts you can also go badge hunting in all the appropriate level zones so that could include - Atlas Park, Galaxy City, Kings Row, The Hollows, Perez Park.
I know it may be to late now - but did you get the Isolater badge from defeating 100 contaminated in the Outbreak tutorial?
Here is also a list of all the Task Forces and Trials you can do at each lvl range:
http://wiki.cohtitan.com/wiki/Task_Force
http://wiki.cohtitan.com/wiki/Trial
And here is the list of Easter Eggs for the game:
http://wiki.cohtitan.com/wiki/Easter_Egg
Edit Again - Depending on what your toon is there is also Weapon Customization which can be unlocked at certain levels, along with costumes
http://wiki.cohtitan.com/wiki/Weapon_Customization
http://wiki.cohtitan.com/wiki/Shield_Customization
http://wiki.cohtitan.com/wiki/Unlockable_Costumes
Looking at it with the X-mas event going it is possible to unlock the Winter event stuff at your level:
http://wiki.cohtitan.com/wiki/Candy_Keeper
There are also Temporary Powers people like to collect which can be found here
http://wiki.cohtitan.com/wiki/Temporary_Powers -
Quote:On my Kin/Arch I actually had taken Stamina, only single slotted however, because I was running all the Leadership toggles and my APP shield and it would give me a bit of breathing room if Transference would miss.Pre-I19, I felt that Stamina had no use on a Kin with Transference. Post-I19, you get it for free, but you don't have to add any slots if you don't want to.
Of course, your situation before Transference may be different
Now that its inherent it still serves the same purpose and I still don't add any further slots. -
A few ideas from me:
* Gravity Control/Storm Summoning 'troller - my main and namesake. Took me a while to master but can be great fun to play with loads of different options for different situations. Recently respec'd in Earth Mastery APP and have built him for high recharge and ~40% Smashing/Lethal defence and play him a bit like a controlling tank!
* Storm Summoning/Dark Blast 'fender - another fun character with interesting synergy (Tenticles and Freezing Rain, Dark Pit and Thunder Clap).
* Dark Miasma/Ice Blast 'fender - this is my little pseudo controller who has the potential for 4 ST holds if you take an APP or PPP one to
* Dark Armour/Ice Melee tanker - there is a thread in the tanker forum talking about this combo which again is a bit like a pseudo controller with all the tricks available
* Mind Control/Trick Arrow 'troller - a fun combo with lots of toys to play with. I love using Mass Hypnosis on a mob and setting up everything for Oil Slick Arrow at my own pace.
Another idea, if you decide to go Storm Summoning on a 'troller, is that you can get Mako's PPP and have two tornado powers going at once! I have a Fire Control/Storm Summoning toon which I am planning on doing that with. -
Quote:Ive got a Dark/Ice Tanker I am going to start leveling up shortly. I chose this combo because it was two powersets on Tankers I hadn't tried but when I started playing around with it in Mids I thought it did have nice synergy. I liked it because it, in some ways, is a bit like a Pseudo 'troller because of all the reasons Claws describes, plus the slows, plus the ST hold, plus the AoE sleep.Just one thing to say about this:
Oppressive Gloom + Ice Patch + Death Shroud + Cloak of Fear
Between all those powers you will be virtually untouchable. They'll be stunned, terrorized, and falling down simultaneously, all while taking ticks of damage from Death Shroud. You could pull an agro cap sized group into a corner, put Ice Patch on autofire, and just walk away from the computer, knowing that when you come back that entire group will be defeated. If you slot the Armageddon: Chance for Fire Damage proc in Death Shroud, you can make it go even faster.
There's actually a LOT of synergy in DA/Ice if you think outside the box about it. I'm leveling one right now in fact. (Which I rolled because I'd never seen one before either)
Still haven't come up with a build I am completely happy with (fitting everything I want in basicly!) and can't decide between the Soul PPP or the Ice or Earth APPs.
Anyway - if you didn't go Dark Armour I would definitely suggest what Aett posted about sets with non-damaging Taunt auras.
I would also suggest Electric Armour. Not for any particular reason except it is one of my fav armour sets -
Thank you oh mighty Mids Team
BTW - the auto update seemed to work fine for me (Windows 7, 64 bit) -
Quote:Destructive potential = a chance to revamp the city?
The first Rikti invasion transformed the look of Paragon City, so something on a similar scale could open lots of interesting new things looks-wise for the game world.Quote:That would be awesome if part of the Coming Storm included some city "revamping."
But a Shadow Shard revamp would be very nice none the less! -
Quote:From what I understand Speedy comes back as the Red Arrow later in the series.3) Had absolutely ZERO problem with Speedy throwing a hissy-fit early on and leaving. He was always the "black sheep" of the superhero set, and while he's redeemed himself on several occasions, the attitude problem certainly fits him. I just hope they bring him back from time to time (yes, I know Arrowette/Artimis is coming instead).
Quote:5) I don't really know "not-Garth" Aqualad or Miss Martian well enough to comment about them. Aqualad seems to be the "Green Lantern-energy-projector-but-with-water" guy, while Miss Martian, of course, will represent all da ladies in da house. Why couldn't they have just gone with Wonder Girl...either version (Donna or Cassie)?
http://en.wikipedia.org/wiki/Young_J...%29#Characters -
Ive just watched the premiere this morning (in the UK here) and thought it was really good. It had a nice mix of the style of the Justice League series and the Teen Titan series. I can't wait for more
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There is a spot between doors 1 and 8 where you can see pretty much every door in the room by looking just left and right. I generally park my toon there between waves and do a mixture of chatting in Team chat and my SG chat.
Occasionally, if no one else is doing it, I will just sit by the reactor and guard that in case anything slips through. -
You can always go the Kinetic Melee/Super Reflexes route - you still have some of the feel of Kinetics but in a melee set and Super Reflexes for the dodging attacks.
You can also go the Soul Patron route for Shadow Meld for a "so fast can't be touched" power.
I quickly came up with this build for a post I19 scrapper (slots in brawl are for Fitness). This slots 5 Gift of the Ancients along with some speed bonuses. I also thought that recharge bonuses (as speedsters are fast) and you are soft capped to Melee. I have added Flurry and Whirlwind for concept reasons. Remember to add another ~44% run speed increase for a one slotted Swift power.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Run Forest Run! post I19: Level 50 Science Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Knock%(40), Mako-Acc/EndRdx/Rchg(46)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(17), RedFtn-Def/EndRdx(31), GftotA-Run+(46)
Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Knock%(39), Mako-Acc/EndRdx/Rchg(43)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(21), RedFtn-Def/EndRdx(34), GftotA-Run+(50)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(50)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Agile -- DefBuff-I(A), GftotA-Run+(13)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Dodge -- DefBuff-I(A), GftotA-Run+(17)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 20: Quickness -- Run-I(A)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), S'fstPrt-ResDam/EndRdx(25), S'fstPrt-ResDam/Def+(34)
Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Lucky -- DefBuff-I(A), GftotA-Run+(29)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(34)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Knock%(37), Mako-Acc/EndRdx/Rchg(40)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36), RedFtn-Def/EndRdx(36)
Level 38: Elude -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
Level 44: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45), LkGmblr-EndRdx/Rchg(45), RedFtn-Def/Rchg(46)
Level 47: Flurry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Whirlwind -- EndRdx(A)
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Level 1: Brawl -- Empty(A), Empty(7), Empty(11), Empty(15)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
Quote:That is true, I had forgotten about she had said next - just reading the forum I thought "Im pretty sure she didn't say that there were no mutants". It would be interesting to find out what this "semantic" (as she puts it) difference is between current mutants and psionics but doubt we will.If you read more of that she's suggesting that regular mutants were 1938 and psionics were before, and she, explicitly, is a psionic, not a mutant.
Personally I like the base idea behind the arc, that there is central source of all power in the universe, but agree with you Machina that the arc itself is very poorly written to take into account the diversity of the players backgrounds.
Some of my science toons aren't results of cruel experiments and some of my naturals aren't just well trained humans.
If the devs rewrote the arc to allow branching dialogue choices such as:
* So [player] you're a science origin toon, how did you get your powers:
a) I volunteered to be part of an experiment that gave them to me
b) I decided to give them to myself
c) Some cruel evil misfit used me as a lab rat
d) It was just a complete accident
or
* So [player] you're a magic origin toon, how did you get your powers:
a) Im a trained sorcerer/sorcereress
b) I found a magic artifact that gave me power
c) They were magically granted to me
c) Im an inherent magical being
I think it would be better and remove the referrence to power proliferation because, as you say, its a bit stupid.
Thinking about it I would have written the arc like this:
a) You find each of the chatty NPCs in a short mission (either rescue/assist them) and have the chat with branching dialogue options
b) You find out Dr Brainstorm who has been looking into the origin of origins (but hadn't actually caused power proliferation) has been kidnapped and you have to rescue him. At most maybe you can give him a line like:
"Ever wonder why some super people have differet origins but can have similar powers? Well I believe this is because of etc etc etc"
c) You then have to go break up some multi faction attack (with a group representing each origin) who are looking for the same artifacts as the CoT were in the original arc
I think this would be good to not conflict (as much) with people's origin stories and actually have a fun(ish) arc to play on multiple toons
Anyway this all just opinion so feel free to disagree -
In response to what people have said about Sister P's little speach about mutants what she actually says is:
Quote:http://wiki.cohtitan.com/wiki/Percy_..._Sister_PsycheDid you know that there were no mutants as we call them before 1938?
Emphasis is mine. She doesn't say mutants didn't exist before 1938, they were just different from the ones now. What that means, I don't know, but from how I understand it she isn't contradicting any other existing cannon within game.
I personally don't have any issue with them adding a story behind the incarnate system - I will adapt it to fit my own personal story of my characters. I personally think it is still quite vague to be adjusted to anyone.