UnicyclePeon

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  1. Yeah, as others have said, the OPs ranged and AOE aren't soft capped. Also, I noticed you had Obliteration sets in powers that come up frequently, so they end cost you have there isnt effective. I only like full obliteration sets in stuff that is on a long timer. I also noticed that you have physical perfection. I skipped it, but then again, I'm very conscious of my endurance costs. Dual Blades is fairly endurance light anyway tho.

    Here is the build I went with. Some notes:

    * I took every attack for giggles and I'm keeping them all. Concept.
    * I wanted to soft-cap without taking Weave, to keep endurance costs lower.
    * I don't really care about global recharge so I only have 40% with Quickness.

    I like my guy just fine and I have had a lot of fun with him. He is only level 49, so he isnt *quite* softcapped on ranged yet, but he is on everything else. I also havent got the Miracle or Numina yet (tho I dont really need them) but I'm otherwise done just as the build indicates.

    Lewis

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Black Mask: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping

    Hero Profile:
    Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(43)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(45), RedFtn-EndRdx(45)
    Level 2: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
    Level 4: Ablating Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(43)
    Level 6: Typhoon's Edge -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(34), RechRdx-I(42)
    Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(13)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(23), EndMod-I(23)
    Level 24: Quickness -- Run-I(A)
    Level 26: Sweeping Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), RechRdx-I(40)
    Level 28: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 30: Dodge -- DefBuff-I(A), DefBuff-I(39), Ksmt-ToHit+(42)
    Level 32: One Thousand Cuts -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), KinCrsh-Rechg/EndRdx(40)
    Level 35: Evasion -- GftotA-Def/EndRdx(A), GftotA-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36)
    Level 38: Agile -- DefBuff-I(A), DefBuff-I(39)
    Level 41: Lucky -- DefBuff-I(A), DefBuff-I(42)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam/Rchg(48), S'fstPrt-ResDam/EndRdx(50)
    Level 49: Combat Jumping -- DefBuff-I(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  2. Weird, I guess I've tuned the shriek out entirely. I kinda remember hearing it in the back of my mind now that you mention it, but I never really overtly noticed it. I can say the same thing for Sonic Resonance, Sonic Blast, Hasten and Super Speed. Those drive other people batty as well, but they only barely register with me mentally. I hear them fine, I just dont process them.

    Lucky me!

    Lewis
  3. OK so it will run on low settings on the MacBook Air. It will run well on everything else if you have a "real" (not motherboard integrated) video card.

    I'm looking at all the MacBook Pro entries on the apple website and I'm not seeing any with an ATI. All of them say "NVIDIA GeForce 9400M + 9600M". That looks like more mobo integrated video. I dont even see any ATI options for configuration in the MacBook Pro section of their page.

    Am I overlooking something?

    Thanks,

    Lewis
  4. All,

    I was wondering if there was an official thread for what (mac) hardware people have, and which options work well? If not, could this be it?

    Rather than having to dig through threads to ask what works, if people come here and say which models they have and how much memory and which processor and if they were happy, it would give an idea of which options work.

    I myself have a stock 27" iMac from this past Summer, with whatever the default hardware is on that (I think its a core 2 duo with 4GB memory and an ATI video card). COH runs great on it. Occasionally I get a bit of video lag, but if I close all my other apps and tab out and in, it usually clears up. And that happens only about 1% of the time.

    What I'm wondering is, what about:

    MacBook?
    MacBook Pro?
    MacBook Air?
    Mac Pro?
    Mac Mini?

    Which models?
    Which peripherals?
    Quality of Life on Gameplay with small keyboards?
    etc.

    I take ballroom dance lessons, but due to the class times, I have 2 hours to kill between work and class, but its inefficient to drive home, sit around 30 minutes, and then drive back to class. So, I would like either a MacBook, MacBook Pro, or MacBook Air for playing COH at the dance studio across their WiFi (I'm friends with the owner). I just dont know which models would work. I'd love a MacBook Air, but can a MacBook Air even run COH well enough for real gameplay?

    Etc.

    Is there a thread that compiles all these experiences, or could there be one?

    Thanks,

    Lewis
  5. 15th post after Red Name!

    Seriously tho, in a way I'm glad it isn't coming yet. I have enough fun character projects in the works as it is!

    Lewis
  6. Quote:
    Originally Posted by FizRep View Post
    *steals the idea to cause mayhem*
    If you want mayhem, try a Grav/FF controller. Between Wormhole, Dimension Shift, Force Bolt, Detention Field, Repulsion Field, Repulsion Bomb, and Force Bubble, you are an unparalleled grief machine. Personal Force Field will allow you to survive the chaos you create. Pick up Hibernate from the Ice epic to have more options for surviving your own chaos, or pick up Rise of the Phoenix from the fire epic, so that if you do happen to die (along with the rest of the team) you can pop that and PFF and be all "hey guys, like, um, what happened?"

    I'm not advocating this, I'm just saying it could be rough.

    EDIT: perhaps a trickster god theme would go well with graf/ff.

    Lewis
  7. I think a rare but interesting combo would be Grav/Cold. However my vote is for Mind/TA.

    Lewis
  8. UnicyclePeon

    Unluckily Lucky

    Hey man, Soulbound may not be the best set, but its great for using in certain powers, such as Gang War or Phantom Army, where you may be trying to have your cake and eat it too (acc, dam, rech maxed or close with slots left over for special slots like pet defense or build up).

    Anyway, congrats!

    Lewis
  9. Quote:
    Originally Posted by Local_Man View Post
    I'm having fun with my Earth/Storms -- one at 36 on Guardian and at 42 on another server-that-shall-not-be-named.
    I wont ask you to name it but I will ask you to say why it shall not be named. Just curious.

    Quote:
    I skipped Stone Prison, Salt Crystals and, reluctantly, Snow Storm. Yeah, the -knockback in Stone Cages can keep Tornado from throwing foes everywhere . . . until it misses or until you don't quite fire it off in less than 12 seconds because you are doing something else.
    Just because you can miss one guy out of a group, making the Tornado+Cages combo only 95% perfect, that doesn't make Stone Cages a poor choice. I personally love Stone Cages. You probably have your build slotted up with some single target action instead, I'm guessing? My build has everything except single target damage. My single target damage is handled by Tornado, Fossilize, Lightning Storm, Blackwand, Animate Stone and Fireball.

    I may have posted it before but this is now my build on live after a recent respec:

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    Quote:
    So, does that mean that I'm a Meathead? Probably fits . . .
    I guess that depends on whether you are in a skinny idealistic phase or not.

    Lewis
  10. Quote:
    Originally Posted by Amy_Amp View Post
    Fire/kin could do with better mitigation and better damage.
    Fair point, and I see what you mean.

    The rest of my post isn't an attempt at a rebuttal, rather its just more rambling out loud opinion stuff.

    To me, Kin is less about damage mitigation and more about power amplification. I personally viewed my Kin/Elec (which I only played to level 37) as a "buff / multiply the team while throwing in some damage from time to time" character. That's probably why I quit at 37.

    I guess I don't normally like the defense sets as primary unless they are mitigation heavy, and especially when that mitigation takes the form of control.

    I LOVE Dark Miasma, Radiation Emission, Storm Summoning, and Traps. I like Trick Arrow a lot but I hate /Archery and can't stand redraw when I'm blasting. But, Trick Arrow would definitely be a favorite primary if not for redraw. I like, but have a hard time playing (as primary), Cold Domination, Empathy, Force Field, and Sonic Resonance. I grew to dislike Kin and would never play another one, largely because when I'm going to be indulging in support as primary, don't enjoy power leveraging unless it also comes with a very heavy dose of mitigation and preferably control.

    Of course, /Elec is my least fave Blast Set (having played Elec/Dev and Elec/Energy Blasters into the 30s, a Kin/Elec to 37, a Rad/Elec to 33, a Storm/Elec to 34, and a Dark/Elec to 50). I love the look but /Elec is constantly pissing me off. That probably magnified my dislike of Kin as a primary (tho I didnt like Kin/Sonic either).

    Anyway, just random thoughts on a very slow work day.

    Lewis
  11. I never really liked Ninjas. Well they look awesome, but I think my brain doesn't mesh with their playstyle somehow.

    Anyway, you could always visit the random AT page linked in my signature and roll random. It will generate 3 columns, with a Mastermind in each. Just pick one of the 3 generated and go for it.

    I already added Demon Summoning tho, so if it rolls that, you'll have to wait.

    Lewis
  12. I'm going Demon/Storm as a villain, and then I'm going to make a Demon/Traps to cross over to hero side.

    Lewis
  13. Hmm. Does that make Local_Man the Rob Reiner of Controllers?

    High praise, indeed.

    Lewis
  14. Quote:
    Originally Posted by Local_Man View Post
    But isn't as team-friendly as Earth/Rad.
    ... "These go to eleven."

    You won't convince Nigel otherwise.

    Lewis
  15. Quote:
    Originally Posted by Amy_Amp View Post
    Even if I'm for Elec control, it still does feel like "peeing in the pool" of my level 50 Kin/elec.
    Why?

    On a Defender, /Elec is a Blast set, not a control set. Sure, you get a single target hold. I guess if you are building for end drain, you kinda prevent some of the more elaborate foe attacks by keeping their end drained, but it mainly only works because the primary is Kin. Still, its a support/blast combo. Even sparky is effectively a quasi damage over time thingy, not a pet. Unless the bulk of what Electric Control does is end drain-ish, I don't see how there would be a conflict or even a valid comparison between electric blast and electric control.

    If you want to Support/Blast, make a Defender. If you want to Control/Support (arguably also known as Support/Support) roll a Controller. I still believe most of the hurt feelings come from the names of the ATs, and not about encroachment of territory. Damage/Support = Corruptor, Mastermind. Support/Damage = Defender, Dominator. Damage/Damage = Blaster. Support/Support = Controller. Pick your poison.

    Anyway, I never played Kin/Elec past the late 30s, and I never had an attachment to it, so I don't really quite feel how its peeing in your pool to have Electric Control .... though of course we'll have to see what the set does.

    Quote:
    If Elec got a damage aura, it would be a huge slap into the face of defenders.
    I don't agree. All that matters is that its balanced compared to the game generally and to controllers specifically. If elec did have a damage aura (and I hope it doesnt) it would simply have to be balanced vs Fire Control.

    Now, I think it would be a bad idea to have a second Control set that has a damage aura, so I'm against Electric Control having one. I like that each AT has (usually) one combo or build that works a bit different. Fire Control is already the Damage-oriented control set. There shouldn't be another. However, in theory, as long as it isnt more effective than fire control, I dont see what it has to do with Defenders. There are Defenders that arguably out-control a Controller, and there are Tankers that rival scrapper damage and there are tankers that rival controllers, etc. So, I don't mind an outlier / damage type controller at all. Its just that we've already got one.

    So Elec shouldnt have a damage aura (IMO). I do agree with that, just for different reasons.

    Quote:
    I think outside of the obvious controls, stuff like sleeps, confuse, and an AoE end drain like Short Circuit is put in there versus a damage aura.
    I'm hoping they avoid end drain entirely in Electric Control, or at least I hope it isnt the primary mechanism of mitigation. Oh, there will probably be some super minor end drain in all the powers, justifying why they suck a bit more than other control sets. Other than Electric Melee, most of the Elec sets in the game have this theme. But yeah, I personally want to see stuns and confuses and the like, I'm not really super excited about end draining powers.

    Anyway, all in my opinion, just having a conversation, etc. I doubt we'll change each others minds, I just find it fun to discuss! Have a good one.

    Lewis
  16. Hmm. I don't know what to think of an Electric Control primary.

    I would, of course, roll an Electric/Storm controller immediately.

    None of the other combos really grab me conceptually, except maybe Electric/Rad. Depending on what is in the primary, Electric/TA might be OK. But ... meh.

    Elec/Storm definitely though.

    Now, if Controllers ever get /Traps or /Dark Miasma, then hell yes to Elec/Dark and Elec/Traps.

    Lewis
  17. Sweetmeat,

    Thanks for the reply. Yes the crazy layering of proc chances is what makes it so cool. After thinking about it, I just don't want to give any of that up. I've been satisfied plenty with my single target damage. As you said, I've got Tornado, and generally when I'm solo, I'm fighting only 1 or 2 bosses and they are the last ones standing, so my Lightning Storm, Vet Attacks, Animate Stone, Fossilize (slotted for both hold and damage), and fireball can still cut them down quite well.

    Lewis
  18. All,

    This is the build I kinda want to go for, and that I'm very close to (and used to) on Live already. The main difference between the server and this mids build is that right now on Live I have a Grav Anchor chance for hold in Stone Cages, and I have a Chance for Hold in Lightning Storm, and I've got Dam/Mez action in Tornado (Hami). But, I decided to push for a bit more recharge and tweak some things.

    So this is *basically* my live build now, or close. However, I could take Fire Blast at 44, Fire Shield at 47, and Hover at 49, and juggle some slots, essentially moving 4 procs off FR and EQ over to the Fire Blast. Meh. I kinda want to do it, but I kinda like my proc goodness.

    Lewis

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Li Lung: Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Fossilize -- HO:Endo(A), HO:Perox(3), HO:Perox(3), Acc/EndRdx/Rchg(7), Dmg/EndRdx/Rchg(7), Acc/Dmg/EndRdx/Rchg(21)
    Level 1: Gale -- Acc-I(A)
    Level 2: Stone Cages -- Acc/Rchg(A), EndRdx/Immob(5), Acc/EndRdx(5), Dam%(9), Dam%(9)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Quicksand -- Dam%(A)
    Level 8: Swift -- Flight-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Stalagmites -- Acc/Rchg(A), EndRdx/Stun(13), Acc/EndRdx(13), Stun/Rng(15), Acc/Stun/Rchg(15), Acc/Stun/Rchg(21)
    Level 14: Super Speed -- EndRdx/RunSpd(A)
    Level 16: Freezing Rain -- Rchg/EndRdx(A), Rchg(17), RechRdx-I(17), ResDeb%(43), %Dam(46), Dam%(46)
    Level 18: Earthquake -- Rchg/EndRdx(A), Rchg(19), RechRdx-I(19), ResDeb%(46), %Dam(50), Dam%(50)
    Level 20: Health -- Rcvry+(A), Regen/Rcvry+(50)
    Level 22: Stamina -- EndMod(A), EndMod/Acc(23), EndMod-I(23)
    Level 24: Steamy Mist -- ResKB(A), ResDam/EndRdx(25), ResDam/EndRdx/Rchg(25), ResDam/EndRdx(40), Rchg+(40)
    Level 26: Volcanic Gasses -- Hold/Rchg(A), Acc/Hold/Rchg(27), Acc/Rchg(27), Dam%(29), Dam%(29), Hold(31)
    Level 28: Hurricane -- ToHitDeb(A), ToHitDeb/Rchg(31), ToHitdeb/Rchg/EndRdx(31), ToHitDeb/EndRdx(34)
    Level 30: Thunder Clap -- Acc/Rchg(A), EndRdx/Stun(34), Acc/EndRdx(34), Acc/Stun/Rchg(37), KB%(37)
    Level 32: Animate Stone -- Acc/Rchg(A), Acc/Dmg(33), Dmg/EndRdx(33), Acc/Dmg/Rchg(33), Acc/Dmg(48)
    Level 35: Tornado -- Acc/Dmg(A), Dmg/EndRdx(36), Acc/Dmg/Rchg(36), EndRdx/Dmg/Rchg(36), Dmg/EndRdx(37)
    Level 38: Lightning Storm -- Dmg/EndRdx(A), Dmg/Rchg(39), Acc/Dmg/Rchg(39), Dmg/EndRdx/Rchg(39), Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Acc/Dmg/EndRdx(42), Dam%(43), Dmg/Rchg(43)
    Level 44: Fire Shield -- ResDam/EndRdx(A), ResDam/EndRdx(45), ResDam/EndRdx(45), ResDam/EndRdx/Rchg(45)
    Level 47: Hover -- Fly(A), EndRdx/Fly(48), Flight-I(48)
    Level 49: Fly -- Flight-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 1.25% Defense(Ranged)
    • 5% Enhancement(Immobilize)
    • 53.8% Enhancement(RechargeTime)
    • 6% Enhancement(Stun)
    • 40% Enhancement(Accuracy)
    • 5% FlySpeed
    • 72.5 HP (7.13%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 5%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 19.5% (0.33 End/sec) Recovery
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 5% RunSpeed



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  19. Hmm. Ok then. I need to think about that. I normally prefer killing minions and LTs en masse when I solo. That leans me towards the proc madness. However, I'll wait a day or two and think it over.

    Thanks,

    Lewis
  20. Well I didnt mention it but I am also thinking about taking my 5-slotted Stone Cages and swapping to a version with 2 damage procs.

    So, I guess the question is really 10 AOE damage procs? Or 6 and Fire Blast? I'm leaning towards the 10 procs because its heinous / silly, but I'm considering the Fire Blast option.

    Thanks,

    Lewis
  21. All,

    tl;dr: am I better off with Fire Blast 5-slotted, or with NO fire blast whatsoever but 2 damage procs EACH in Freezing Rain and Earthquake?

    Long Version:

    I've got an Earth/Storm controller with about 50% global recharge. I currently have the following damage procs:

    Quicksand: Smashing
    Freezing Rain: Negative, Energy (also Chance for -Res)
    Earthquake: Negative, Smashing (also Chance for -Res)
    Volcanic Gasses: Smashing, Psionic
    Fireball: Energy

    Now, as it happens, I am about to do a respec to pull out 2 Absolute Amazement purples I have had in my character for a long time, but I'm only getting 4% recovery and frankenslot numbers there. I need it on another character. So, I am going to do a respec. I'm revisiting the character.

    I have a spare power slot because of the way I'm doing my respec, so I'm wondering if I'll be better off picking up Fire Blast (with 5 total slots) for some single target damage and possible set bonuses, or whether generally I'd be better off continuing to use my Blackwand w/31% global acc for my single target and keeping the 4 slots in my EQ and FR for damage proc goodness?

    Opinions are welcomed!

    Thanks,

    Lewis
  22. P,

    Well, one -4 KB is enough for 90% of the content, but I liked having the other one in just for giggles. You could totally drop Temperature Protection, I just threw it in there for the extra -KB as well as the resistance to Slows that come in Temp Prot.

    As for the global recharge, I just wanted Healing Flames up a bit more often.

    Lewis
  23. UnicyclePeon

    New Mids' Update

    Agg,

    Thanks for the info about #1.

    Do you not experience the same as I do for #2? Or do you simply not know what to do about it?

    Thanks,

    Lewis
  24. UnicyclePeon

    New Mids' Update

    Thanks for the update.

    I am having a couple of issues with it, or maybe with my memory.

    1) I used to be able to get a pop-up when I hovered over powers. This pop-up would tell me what set bonuses were possible, and the best part is that the set bonuses that power has would be highlighted. Is that turned off by default? How do I turn that back on? I'm just not seeing it in the configuration options.

    2) I'm having some kind of font weirdness. I am in 2-column power view. I am in PVE mode. I am in Dynamic mode. If I do File->New, my 2-column view ovals for power selections are pretty large, exactly how I like them (and how I'm used to them). When I select a power from my primary, the ovals and the font gets smaller. When I then pick a power from my secondary, the ovals and the font gets smaller again. Thats as small as it gets but its way too small for me. Is there some way to change that or is it a bug?

    Thanks,

    Lewis
  25. Quote:
    Originally Posted by Postagulous View Post
    [Why hasn't anyone else commented in this?]
    I didn't post here because, even though its all the rage, I tend not to try to get a lot of expensive +defense on tankers that are oriented towards resist sets. Can you? Yes. Will you be more powerful because of layered types of protection (defense, resist)? Yes. However, my mind doesn't work that way and I just prefer to build for recharge and recovery.

    Basically, I build in an entirely different (and perhaps inferior) way, so it wouldn't be useful to the conversation.

    Here is my build, which nobody but me would like anyway.

    Lewis

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ZZZ TAN FIRE ELEC: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Electrical Melee
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/EndRdx/Rchg(23)
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
    Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(25), Dct'dW-Rchg(25), H'zdH-Heal/EndRdx/Rchg(31)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(43)
    Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(23)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19), M'Strk-Dmg/Rchg(34)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), EndMod-I(46)
    Level 22: Combat Jumping -- Krma-ResKB(A)
    Level 24: Burn -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(37)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(29), RechRdx-I(29)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Blazing Aura -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
    Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
    Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), C'ngBlow-Acc/Rchg(40)
    Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Gauntlet
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 4.5% Max End
    • 50% Enhancement(Accuracy)
    • 43.8% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 119.5 HP (6.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 9.9%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 4.95%
    • 10% (0.17 End/sec) Recovery
    • 30% (2.35 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 20% RunSpeed



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