Venture_EU

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  1. Heh me too!

    Thanks mate.
  2. Right then, finally sorted. Had a play last night. I didnt like the way my toon felt when i dropped down to 1 end mod in each toggle, the end usage was ok but not quite long enough for me. Its much better for me like this.

    Current end slotting: 1 end mod in each primary attack except DA. 2 end mods in each toggle (excluding the mez protection one).

    Thanks for all the help guys.
  3. Do you think you'll be adding them to your toggles?

    I'm gonna have a play tonight and see how it feels with no ends mods in and then with just 2 in..

    I've made the sj mistake a couple of times, worst mistake was after playing my Empath for a week, played the scrapper, ran into a mob of +2's and face planted in seconds... I'd forgotton to activate the toggles
  4. Yeah it feels good now, just wondering whether the 2 end reds were needed... may wait till the next toggle before experimenting though and seeing how that effects things...
  5. I love the Heavies you get in RV.

    How about allowing a new room type to be added to bases: The Garage. 3 Sizes, first one contains one heavy platform, 2nd contains two.. guess how many the 3rd has?...

    Would be cool to take conrol of these things to defend your base. Yes it would probably stack things in the defenders favout but, its their base... surely they should have the advantage...
  6. any space for a level 36 kat/sr scrapper?
  7. Im up for it: Venture Level 50 Empath/Energy Defender

    @Venture
  8. Sting of the Wasp 1*acc, 1*end red, 2*damage
    Flashing Steel 1*acc, 1*end red, 2*damage
    Divine Avalanche 1*acc, 3*def
    The Lotus Drops 1*acc, 1*end red, 2*damage
    Soaring Dragon 1*acc, 1*end red, 2*damage
    Golden Dragonfly 1*acc, 1*end red, 2*damage

    Super Reflexes

    Focused Fighting 2*end red, 3*def
    Focused Senses 2*end red, 3*def
    Agile 3*def
    Practiced Brawler 2*recharge
    Dodge 3*def
    Quickness 1*run speed
    Lucky 3*def

    Leaping

    Combat Jumping 1*jump
    Super Jump 1*jump

    Fitness

    Swift 1*run speed
    Health 3*health
    Stamina 3*end mod

    K guys thats my latest buil. Can anyone give any advice? After replacing the recharge enhances with end mods my end issues are non existant in all but the longest fights.

    Any suggestions on the slotting? Is it worth having only 1 end slot in the toggles or am i gonna have to try it and see?
  9. [ QUOTE ]
    blaming toggles is a newb misconception by people who never did the maths.

    [/ QUOTE ]

    Bit tricky to do the maths when none of the powers within coh give any actual numbers.

    The only figures given were given outside of the game...
  10. Most guides i've seen suggest 3 def/2 end reds in the SR toggles. Is it worth increasing the end reds to 3 or not?
  11. another irritating one is that not only do you have to have to clear items from the edge where the editor wants to place the door but you also cant delete/move a room if doing so breaks the continuaty of the base. Meaning if you want to replace that room in the middle acting as a corridor hub you first have to change the doors on all the other rooms, drop in the new one, and then move it back to how you wanted it.

    A much better way would be for you to do it how you wanted but for the editor to prevent you from exiting if theres a continuity issue...
  12. Right then, this friday (15th) yours truly has to go into hospital for an operation. Now its relatively minor but will mean that i'm gonna be stuck at home, bored, for the next 3 weeks.

    To relieve this boredom if anyone has any TF's/trials/missions planned and needs the help of either an level 50 empath, level 35 scrapper or a variety of alts from level 1-25 then please, please, please give me a shout...

    Cheers guys, V.
  13. [ QUOTE ]

    Do not underestimate the importance of room size and shape, both small rooms and big rooms are important when trying to fit them to the same plot

    [/ QUOTE ]

    True, just wish they'd make it easier to move rooms in a base when editing, rather than having to delete a load of items and or/rooms in order to re arrange the base.
  14. Venture_EU

    Empowerments

    All Empowerment stations offer buffs at the same duration (now one hour) and same "strength".

    The difference is the quantity and type of buff offered.

    Tier 1 stations have x amount of buffs

    Tier 2 have all Tier 1 buffs plus 5(ish) new ones.

    Tier 3 have all Tier 1 and Tier 2 buffs as well as some new ones.
  15. Level 33

    Cheers guys, builds below:

    Katana

    Sting of the Wasp 1*acc, 1*recharge, 2*damage
    Flashing Steel 1*acc, 1*recharge, 1*damage
    Divine Avalanche 1*acc, 3*def
    The Lotus Drops 1*acc, 1*recharge, 2*damage
    Soaring Dragon 1*acc, 1*recharge, 2*damage
    Golden Dragonfly 1*acc, 1*recharge, 2*damage

    Super Reflexes

    Focused Fighting 2*end red, 2*def
    Focused Senses 2*end red, 2*def
    Agile 3*def
    Practiced Brawler 2*recharge
    Dodge 3*def
    Quickness 1*run speed
    Lucky 3*def

    Leaping

    Combat Jumping 1*jump
    Super Jump 1*jump

    Fitness

    Swift 1*run speed
    Health 3*health
    Stamina 3*end mod

    Having to rest after every fight of in mision mobs when soloing (+2's though)

    Also i heard that the SR passives arent worth tripple slotting with def, is that true?
  16. Lo all, i'm just wondering how people have slotted the above powerset combo with end reds and recharge speed enhances.

    I'm suffering some major end probs in fights now even with 3 slotted stamina.

    How many end reds should i slot into the toggles and how many, if any, into the attacks?

    cheers all.
  17. you can get to pretty much any zone with a one zone hop anyway. the idea of teleporting is being able to go strait to the zone you want to visit...
  18. ahh woot radio hilights:

    [ QUOTE ]
    8. PLans to add bigger teleporters to hold more beacons. No ETA.

    [/ QUOTE ]
  19. which is a bloody stupid idea as well, we lost x amount of prestige by having helpful, but uninformed, sg mates pay it early...
  20. What with all coh zones now having teleporter beacons are there any plans to enable base teleporters to have 4 auxiliry items so that we can fit all teleporter beacons in one room?

    I remember reading something about this but cant remember the details.
  21. [ QUOTE ]
    and anyone with a little faith in the development team would likely agree it'll be dealt with.

    [/ QUOTE ]

    Well that would be my problem right there what with the premature launch of I7 and its numerous bugs..

    Said it before and i'll say it again. Scrap rent, it serves no purpose.
  22. As far as i can work out the following can be added to turrets:

    Shield (inc def)
    Targeter (inc acc 15%)
    Damage booster (inc damage 15%)
    Auto repair (inproves chance of item being repaired)
    Relay (reduces control costs)
    Transformer (reduces power costs)
    Sensor array (can target specific area) - not sure i get this one???

    Assuming my turret takes 4 "slots" whats the best way of slotting it?
  23. Sure one of them was stupidly long, maybe it was the one with the 6 or so identical missions set on the identical Portal Corp maps. *shudders*

    Cant make sat night im afraid, was looking into making the sunday one... no guarantees though, depends on the misses.
  24. Er cant remember off the top of my head but isnt one of the shadow shards like 11 hours long, one 3 and the other 2 around 6 or 7?