-
Posts
87 -
Joined
-
Quote:The lack of passive layered mitigation is actually what inspired this future hero's name.You won't have a self-heal, though, which can sometimes get you into trouble, but you shouldn't need it that often. And as an SR/Ice, with no damage aura, minions affected by Frozen Aura will actually get slept, which can help out a bit.
I am curious to see how the heal proc performs in Frozen Aura. I know it's a tiny heal, but with around a 6 second recharge on the AoE it seems like it has potential. (I have my suspicions slotting for damage might be more effective, but it seemed worth a shot).
Depending on the situation, the proliferation of soft and hard secondary mitigation is pretty ridiculous. Movement and recharge debuffs from every attack, Ice Patch, Frozen Aura, Ice Storm, Shiver, plus stacking single target holds... it sounds pretty formidable on paper at least, and fun to play to boot. -
Quote:Thank you very much for the reply. I'm sure that's sound advice.This looks like a pretty solid build, but I'm probably going to much it up with one suggestion: Get Taunt.
I'm usually a proponent of letting the Tanker decide if he needs it, and if he can hold aggro with just Gauntlet, that's fine. But SR/ has the weakest aggro aura of all Tanker sets, and /Ice doesn't get a true AoE until level 38, so if you're going to be Tanking for a team, Taunt will be invaluable.
I know it sounds crazy, but I literally never team up. If I could make this any other archetype, I would. Until proliferation however, he's a Tanker.
This power set combination seems ludicrously flexible, almost too flexible? This is one of the reasons why I'm wondering if I'm not missing something.
If you're not an anti-social Tanker like me, Taunt is an easy substitution. Here's a more team oriented version of the build. It uses leaping and hasten instead of flight, and swaps out Weave for a 5 slotted Taunt. (Hasten is perma with enhancement boosters or a spiritual/agility alpha).
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1437;648;1296;HEX;| |78DA6594DB6E12511486F7C0206580D2CAB19433D6D2225348ABB5278D91163525C| |156BD25846E0E96006120A997BE8237BE82379E1EC377F0153C5CEA15AE61FD5212| |2661BED96BADBDFEB5F681F255D1F5A9F4F6A1505C8F3B35C3A8BEA8752FE560A13| |C1AD686ED5E57D0A3954C4FAB3732A49D86510EA9166543760DA99F8FFA343A938D| |8EBC924600DEB2EC48A93FAD4BFE12EE4AAFD7D14FDACDD6B0DD6DBA26A35359EBD| |3409B0CCEFB525E3839AA6386798FFBEDBAFE68501FB6EBD572CD18CAC19B10E9AF| |D16F37402FC52C6EAC0A8D3E0AAAB0384137535D043DCCB026F08C6DA22126B61B4| |DF03573E112342C136A173CBE4F7A0AF414E869D07341CF05BD45E84548CF0A3DEB| |981EB138792FCDBC6FCEBCF748C3C61A8ACDCF397C3EE601F9ECF0D9E10BC0A7D0A| |63858C7EA405F3EF4156831436DE63EE57172AC7026D9764836377A73A3B7307A0B| |A3B7087A8BA0B718F5E6E13C8A27CB7962E011E55B46ADCBA835865AE334CF0B7D2| |FF40354BF9FE3851FF141B2051117CC70DC03CABB82B8951CDB12946F156BBC8ADE| |93E83D89DED3D8DBF45FDED3F41FA69534A2C8170DD247541551CA17E77C6ABCCB7| |1C91EB3D00707CC4D9C910A6D720A735245B6DD3A064FC012F3F613664AE3736CD6| |BDB607DF3E78C05C3F048FC06FBC36CF492F83B9991CFB3674700BCCA3C602F881D| |7E08CE666516B769B7D7776C0BBE03D666E97F9DD25848EF3A57FE41AB63E835FC0| |AFCC14AD691EE7228FF350007F68D33B2414ECDFAF6B9B4579C539422F71669E11D| |755F173761ECEC2EFD979EF51EF3B30C13111757ADFADFFEF7B02672381B391C0BD| |D850A7FF27E3CDEB79E6906E667ECE5298B36CCF5976E62CA773968A0A59B3B789C| |5B134FDD718FF038F91DBAF| |-------------------------------------------------------------------|
-
Unless my search-fu has utterly failed me; this appears to be a pretty unusual combination, at least on the forums. I found a grand total of one poster that even mentioned a SR/Ice Tanker, and no builds.
Nevertheless, I have a concept that intrigues me. Unfortunately, I have virtually no experience with Tankers, SR, or Ice Melee. That being the case, I would appreciate any feedback I can get on the viability of the SR/Ice/Ice Tanker combination.
I've enclosed the planned 50 build for this toon, in case I have any issues anyone is nice enough to point out. (note: I exclusively play solo, the cost of this build is not a concern, and I'm undecided on my alpha at this point).
The empty slots in Frost are reserved for 4 of the Tanker ATO, and some franken-slotting. Also, I can't stand the animations for the swords.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Glasshouse: Level 50 Mutation Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Ice Melee
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(3), RedFtn-Def(5), RedFtn-EndRdx(5)
Level 1: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(9), Zinger-Dam%(9), C'ngImp-Acc/Dmg/EndRdx(11)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13), RedFtn-EndRdx(15)
Level 4: Frost -- Empty(A), Empty(15), Empty(17), Empty(17), Empty(19), Empty(19)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 8: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 10: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(25)
Level 12: Practiced Brawler -- EndRdx-I(A)
Level 14: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 18: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 20: Ice Patch -- EndRdx-I(A)
Level 22: Hover -- LkGmblr-Rchg+(A)
Level 24: Fly -- Flight-I(A)
Level 26: Quickness -- Run-I(A)
Level 28: Freezing Touch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 35: Block of Ice -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(37), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(39)
Level 38: Frozen Aura -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40), CSndmn-Heal%(40)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43), Dev'n-Hold%(43)
Level 44: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
Level 47: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(48), P'ngTtl-Rng/Slow(48), P'ngTtl-EndRdx/Rchg/Slow(48)
Level 49: Afterburner -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Numna-Heal/EndRdx(31), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(46)
Level 1: Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33)
------------
Set Bonus Totals:- 27% DamageBuff(not including ATO)
- 3% Defense(not really needed that I can tell)
- 203.8 HP (10.88%) HitPoints
- 12% (0.2 End/sec) Recovery
- 58% (4.53 HP/sec) Regeneration
- 54% Enhancement(Accuracy)
- 97.5% Enhancement(RechargeTime -- not including ATO)
- 7.5% Enhancement(MovementSpeed)
Code:Thanks| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1437;651;1302;HEX;| |78DA6594DB6E5241148667C346CA6603ADE554CAB1584B417621ADD69E348DB4A82| |9490FEA2D2174385802840D49BDF415BCF115BCF1F418BE83AFE0E152AF70C1FA85| |26EC84F966D69A59FF5A73A0745DD03F15DF3E168AFEA45531CDF28B4AFB4AF6E64| |A837EA5DFECB4057D5A71E4697406A6B4D330C253CA0559936D531A17832E8DCE65| |AD25AFA5E987B7245B521ACFAA927BC275DAE9B48CE366BDD16FB6EB4E1EB546436| |DDCBFE84A79A98FBB27B2D2A5398B47DD66D538EC55FBCD6AB95431FBB2F72648FA| |ABF4DBF653A38C921BAA42A34E5E151627E862AA6ED0C30C6902DFD0266A626CBB5| |5075F33E7AE40D332A676C9E387A4A7404F819E063D1D7A3AF4DCD00B939E157AD6| |217DC23D6EE76FB4B76FB43BA461630DC5E6E3185E2F738F7C76F8ECF0F9E153E85| |01CAC6375A02E2FEAF23798C1267397E23879AE7026D8B64F36176A73A1B6106A0B| |A1B6306A0BA3B628D5E6E1388A27C371A2E001C55B40AE0BC8358A5C63B46E11FA8| |BD07750FE3ED87C98EF245B00B64092E73DA2B84B1C572C65D916A778CBD8E365D4| |9E40ED09D49EC4D926FFF29926FF30ADA41141BC48803A11BA2B648B713C3586BD4| |8E8CC3CF6228FBDC8632F4EE99057B066A5C0B1EF1C81C7609179F7297345E37B3C| |CA7B7507BE5D708FB9B60F1E80DF58EF8CF452589BCAB26FDD0037C01C339D073FF| |01E9CD3DA0C72CD6CB2EFDE16781F7CC0CC6E33BFEB4218B85FC647CE61E333F805| |FCCA147446399C5B0E67F9439BBC1DA1E0DC7E4D6D56E515CF0BBEC45D3963A69F1| |3D754F1F3E6FA14AFFF3DB55994F7C8F71D18E7396175F2DEADFFDF7B1C77238EBB| |11C7BB585727FF27C3F474DD68482F333763C9CF5836672C5B33969319CBA90AD95| |16D638B637EF2AF31FC072B61D97C| |-------------------------------------------------------------------|
-
Are the ATO enhancements 'unique' properties also mutually exclusive once purpled?
That is to say, for example: can you have one regular acc/damage and one purpled acc/damage ATO slotted on the same toon? -
It took 22 packs for me to unlock the last piece of the costume set (for me it was the backpack).
-
I'm not a generally introverted person historically in on-line games. I have been a guild leader on multipe occasions, and coordinated and run server-wide events. I even met the lovely lady who is now my wife in a MMORPG. That said, I personally "grew out" of an interest in establishing meaningful relationships with people I meet on-lines games.
I have a full and busy life outside of games, and play them for other reasons now. The mechanics, detail, and progression structure generally suits my gaming preferences. I just really don't want to play them with anyone else anymore.
So yeah. I agree with the original poster, in spirit if not for precisely the same reasons. I don't hold my breath for any special attention however, as I think the models for prolonged engagement through social interaction are becoming more prevalent than ever in the MMOG industry today. -
Quote:Awesome news. Thank you.As a dedicated solo player myself who has been testing in DA with 50's, rest assured that your pain will be greatly eased by the progression rate there. Once you start playing there, you can convert all those banked shards to threads and be that much further ahead in the game.
I admire your persistence for sticking with one character long enough to get your Alpha as advanced as you have. You will be extraordinarily delighted with the new DA and will have those other 4 slots unlocked before you know it. -
-
Quote:Ugh. Thank you Hopeling, and yeah, I have no plans to team up at all.I'm counting 216 for a T4, if you already have both T3s. With only one T3 you'd need 12+20+96+216 = 344.
You can cut down on the t3/t4 numbers a LOT if you're willing to run the WST, because building Notices from shards is horrible. I don't know how dedicated you are to soloing your way through this, though. And, as mentioned, Dark Astoria will help.
Since we differed, I worked it out "long hand":
common component: 4 shards
uncommon component: 1 common + 8 shards = 12 shards
notice of the well: 4x uncommon + 40 shards = (4 x 12) + 40 = 88 shards
favor of the well: 2x notice + 32 shards = (2 x 88) + 32 = 208 shards
T1 = 3 common = 3 x 4 = 12 shards
T2 = 2 common + 1 uncommon = (2 x 4) + 12 = 20 shards
T3 = 2 common + 1 notice = (2 x 4) + 88 = 96 shards
total for one T3 = 12 + 20 + 96 = 128 shards
T4 = T3 x 2 + 1 common + 1 uncommon + 1 favor = (128 x 2) + 4 + 12 + 208 = 480 shards
480 - 128 = 352 shards if one T3 complete
480 - (128 x 2) = 224 shards if both T3 complete
Sigh. I think that's right. At least the math is a little easier to check now.
EDIT:
To put this into perspective for any onlookers out there: To date, I have one tier 3 complete + 102 shards banked. I've done this entirely in super group mode, so my influence earning has been reduced. I've done nearly no marketeering (I sold one respec recipe, everything else I didn't craft went to the vendor). Despite being not even half way to T4; I've accumulated well over 1 billion in influence and have banked around 50 purple recipes, plus a whole base full of "decent" non-purple IO's. It's pretty ridiculous. Hope for better days in I22. -
Quote:Ahhh. Thank you very much. I did not know that.All of the alpha abilities also have a recipe for non-alpha-components. Scroll down in the creation window.
So if I understand this right, as long as I save the "raw" shards I'll need for my tier 4, I can safely use any extra shards to create components now, and then shift over to the new DA content once that begins.
That would work.
EDIT: err no. I technically wouldn't need any shards if I'm earning threads instead. So I can safely burn any shards I've collected so far.
I think. -
Quote:Does the alpha use different components than the other (thread) slots? I don't think shards will drop in the zone, so I'm wondering if alpha components wouldn't be available either.You'll be able to get threads and other components from doing missions and arcs in DA. You'll be able to repeat those arcs multiple times, and once you get used to doing them doubtless you'll be able to stealth through them and optimize your reward rate.
Whether that's faster than shards I can't say. But at least it's different...
Thank you for the advice, but that's not the information I was looking for. I am not doing any teaming. -
Grinding away solo for my T4 alpha, and wondering if I have this right. I already have one T3 complete. These numbers are not cumulative.
T1: 12 shards
T2: 20 shards
T3: 96 shards
T4: 240 shards (assuming one T3 is already complete)
Is that right?
EDIT: It's not right. See below.
Is there anything in I22 that will ease this pain any? -
+1 on the jump kick love, for the aforementioned reasons.
Way back jump kick used to have a much longer activation cycle, and really was on par with flurry (sucks).
Somewhere along the line the 'rooted' portion of the animation was reduced significantly. The end state was identical activation and damage per activation as Air Sup, but Jump Kick has a 2.8 sec recharge (compared to 4.0 seconds for Air Sup).
The complete animation for jump kick is still in game, but if you move or activate another power after the 1.5 second activation period, the remainder of the animation is truncated. I think the optional extended animation cycle is what perpetuates the myth that jump kick still 'sucks'.
If you don't need the 100% knockdown of Air Sup, Jump Kick is actually a superior alternative, given its faster recharge rate. -
Currently saving up to decorate...
... and secretly hoping some new base items/options make there way into the mix while i do.
That's a 100%* solo Supergroup there, and I've never converted a point of influence to prestige. There are no decorative rooms in this base, and those are dual Fusion Gen's and AES's on a secure plot. The base has a full complement of all the other niceties too, including storage for 1400 enhancements.
Granted, I've been playing this game off and on for years. I won't lie, an incarnate SS/Fire brute has certainly accelerated my prestige inflow lately, but my 'main' (Martial Arts Scrapper) that has the lion's share of play time has earned close to 3 million prestige all by himself. (the brute has over 6 million).
So yes, solo bases are very viable. Get yourself a base, flip the switch on supergroup mode, and enjoy!
*technically my wife has played off an on too, but negligibly in the whole scope of everything. -
Quote:I didn't beta test, so I'm not sure what the plan is here, but this is a mess.Collection System
This new system allows players to keep track of account-bound features like Astral and Empyrean costume pieces and Signature Story Arcs in addition to their badges. This feature can be accessed by clicking on the "Collect" link on the top of your navigation bar/compass. From here you can browse your badges or account specific unlocks and features. You will be able to tell which account items you've unlocked and which you have yet to unlock. Like badges, unlocked features will have an icon. Features that have yet to be unlocked will have a grayed out icon. Currently you can view the following from here:- Badges
- Content Unlocks: (First Ward, Signature Story Arcs)
- Incarnate Unlocks: (Astral Merit Account Unlocks and Empyream Merit Account Unlocks)
I am unable to find progress or even notation of completion of several super group badges. I want to say they were achievement, but I'm not sure.
Notably, the badge/accolade that unlocks the fusion generator (had that completed, can't locate it, still appear to be able to craft it), and the badge that unlocks the AES control device. -- This one I had been plugging at, I was at ~98.5% of my 50,000,000 damage dealt as of this morning prior to patch. Now I can't seem to find the progress bar at all.
Going to go try to wrap that badge up now. If I don't get a surprise "badge earned" pop-up soon I'm going to be really bummed. I was sooo close.
EDIT: I did get the badge, so I can confirm that a lack of status indicators is not tied to actual progress, thankfully. -
Quote:above emphasis mineI did use sarcastic orange...
Hate to tell you, PL'ing via farming, is - by its very definition - an exploit. Earning any form of reward at a rate higher than intended by the designer of a system is an exploit. I can provide dictionary definitions for you to solidfy that point but that would rude, don't you think?
"an" exploit. noun.a striking or notable deed; feat; spirited or heroic act: the exploits of Alexander the Great.
I don't think you mean to offer dictionary definitions. Perhaps you meant as a verb?
"to" exploit. verb.- to utilize, especially for profit; turn to practical account: to exploit a business opportunity.
- to use selfishly for one's own ends: employers who exploit their workers.
- to advance or further through exploitation; promote: He exploited his new movie through a series of guest appearances.
Either way, I believe you are overlooking our context of the use of the word. From the CoH User Agreement, Section 8:
(d) Use, or provide others with, any "hack," "cheat," "exploit" or "mod";
That is the only mention of the term "exploit" that I am aware of in the user agreement. The associations drawn with cheats and hacks imply a much different interpretation of the term than it appears you are making.
EDIT: I wasn't paying attention to the thread paging. Whoops. Responses to three day old troll posts for the win. I'll finish my first cup of coffee before posting in the future. : ) -
Quote:Maybe I'm not correctly understanding your plan's intentions here. I may well have been defeated by the wall of text as well. (I am familiar with the conventions of the logical AND / OR, and tend to think that way when presented with those terms, if that matters).The notion of "and" Typed Room Blocks runs quite counter to the Legacy Editor which everyone is familiar with.
In the present base editor, there are a number of examples of multiple item types which are employable by a single room type. The defense 3X3 allows control and control aux item types, many control rooms allow for storage type items, many control transport and energy type rooms allow for defense items, etc.
Does your proposal allow for the preservation of these sorts of combinations? -
-
Quote:Second that.I'm currently enjoying my Martial Arts tank with the Kinetic Combat proc in Thunder Kick and Storm Kick (20% Knockdown each), Kick (15% Knockback) and Crane Kick (60% Knockback).
Fighting a single target, I'd say they're upright and fighting less than 50% of the time, and it looks like theyre constantly getting tripped and thrown.
(Spring Attck and Dragons Tail coming up too... )
<snip>
My advice is take your favourite existing melee set and invest in some Kinetic Combat procs. They're cheap, and quite effective at doing what you're describing.
I play a Martial Arts scrapper regularly that has the Kinetic Chance for Knockdown in Thunder, Storm, Crippling Axe and Eagles Claw. Those along with Dragon's Tail's inherent knockdown and everything he fights is usually either falling down or trying to get up.
He rounds out these powers with Crushing Impact sets for 97.5% damage and ~70% recharge before bonuses as well, so he gives up very little in the way of effectiveness for all the fun (and mitigation) of the extra knockdown. -
Keep us posted.
I had double doors for a while. I miss them. -
That sucks.
Thanks for the reply. -
As the subject queries. Does progression inside the Architect count toward supergroup badges? For example, total damage dealt as progression toward the AES?
Thanks in advance for anyone who has any insight. -
Beyond what's patently obvious, 1. has been answered a number of times; probably at least once in this very thread.
2. is riddled with logical fallacy. I wouldn't hold your breath for an answer there, beyond semantic debates with other members of the player base.
Once you get past the hyperbole, 3. has obvious answers. It sound like you're fishing. What's your real question?
edit: Why the double post bump? Wouldn't the second post have sufficed? -
[ QUOTE ]
Not so much a room, but an idea I was playing around with.
This is how Tech telepads SHOULD work
Side view
[/ QUOTE ]
very nice. -
[ QUOTE ]
The paying of rent will start out with you gaining all of your prestige back, then as you continue to pay rent after rent, your going to LOSE IT ALL, in almost the same way as losing money in a pyramid scheme.
FOR EXAMPLE-
I have 100 prestige, the rent costs 2000 based on all of the items in your base, you bust your hump to make the other 1900, and based upon the "new" way, you won't be gaining anything, because you wanted a base, and now you are paying an added tax to KEEP the items in the base.
That next month, you are now boxed into just working for prestige to keep the base. never mind that you have a ZERO BALENCE in the prestige.
[/ QUOTE ]
You have to concede that you are forming your hypothesis based on some pretty far fetched presumptions.
It seems like you are operating under the assumption that, as the owner(s) of a functional super group base, you should never need to play the game in super group mode. Even if this is the case; inviting one alt to a truly solo super group grants 15000 prestige. That alone is enough to pay "maxed" rent for about 42 weeks.
2000 prestige is a pretty trivial sum. Ludicrously more so if you've managed to accumulate enough prestige to buy the items that would generate that much rent in the first place.
Not to be antagonistic, but it really seems like you're trying awfully hard to make something out of nothing here.