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Posts
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Joined
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Thanks Bren and Strat. So the answer so far seems to be maybe/probably Core is better for my build, which is what I suspected. But I'd love to hear something from the numbers side.
This seems to me like a pretty numerically complex decision, and I have no idea of how to begin to approach figuring it out. But I'd like to know if it's really a decision between "what flavor of basically the same damage" I want--because in that case I'd take Radial so that there's no ramp-up time to get to the damage--or if Core really will give an overall better damage boost, which I suspect. -
Well, I don't have an Alpha that boosts damage, and the damage boost in most of my attack powers is between 70 and 90%, so I have about 100% leeway except for the ten seconds of Buildup--plus the fact that Fiery Embrace and DoT help me get around the damage cap some. Also, I solo at least as much as I team, and so I'm more often without external buffage than getting it.
Whether those things are enough to make Core better than Radial is what I'm having a hard time figuring out. I'm not a number cruncher, but I've been around for a while and have a decent general idea of how things work.
Any input from the Fire-tanky number crunchers would be welcome! -
Ok, in a nut shell, I have a FA/EM/PM tanker and much of my damage is DoT, AND Fiery Embrace which is based on my damage output (if I understand right, not just base, total). I feel tough enough, but I'd like to pick up the pace for solo and AV's, so a bit of damage would be perfect!
So, the Assault Core looks like basically Fury-like, and the Assault Radial looks basically Critical-like.
If I'm right about those things (and please correct me if I'm not), then I would think the the Core would be better because it would boost my DoT and drive the extra fire damage from Fiery Embrace even higher. This would seem to be better than the Radial tacking on "Crits" to my attacks, even though with Radial I don't have to wait for the extra damage to "rev up".
Whatchall think? Am I way off or is this basically correct?
THANKS -
Quote:OOHHHHH! Me likey!Chrome had a rather brilliant idea in another thread. He suggested making taunt an inherent power, like fly is for khelds. That gives tanks an extra power pick over brutes which they could use for another attack which would up tanks DPS without really changing anything or flat out adding extra damage.
Do that, strengthen Gauntlet, increase tankers aggro max, and BOOM! Done! Tankers are the undisputed kings of tanking without overpowering them, and the Brutes won't grumble much if at all. Nice. -
Sweet! Sounds good, I'll try it when I get home. I like the fancy icons :P. I know, I'm a goober.
Thanks! -
Hi
. I hope this is the right place to ask this. I did search and couldn't find the exact topic I'm looking for. So...
Just got my Phantom Lore pet. I can use all commands--go to, stay, etc.--and I can drag the three main ones from the pet tray to my powers tray--I think they are attack, come, stay, or something like that--but all of the other commands that appear in the drop-down from the pet tray I can't drag to my power tray.
Now, my son, who has a mastermind, can drag all of those commands on his power tray, AND I've been told in-game by several people that I SHOULD be able to drag and drop them for my lore pet, but I can't. Trust me, I've tried over and over every way I could think of.
I know you can create Macros, but that's not what I'm looking for. I'm looking to put the commands from the drop-down menu of the pet tray on my powers tray like my son's Mastermind and like it seems I'm supposed to be able to.
Thanks! -
7 year vet. VIP. I love all the work they put into the game, and I like most of their decisions, but I have to sign the absolute crap out of this. I honestly wish this were top priority till it's done. It's just a lingering eyesore hole in such a wonderfully customizable game where the whole theme is to create your own hero with his/her own story and look.
On a related note, while one of the things I love about the game is the rich lore, making the end-game powers and content pigeon-hole our heroes all into one set group secondary "origin" was a really strange decision in a "make your own hero with your own origin" game, and I hope in the future that they move away from that sort of thing.
Anywho /SIGNED!!! -
I was just on Virtue and they were discussing the lack of pool customization, and a brilliant idea was suggested.
Of course this game is a business, and the devs need incentive to do the hard work of pool customization, so...
Make us pay for it! I would MUCH rather pay to unlock customization of a pool power that I really want to customize than to never get pool customization because it's on a permanent back-burner. Somebody brought this up and lots of people chimed in "I'd pay!"
If necessary, they could even release the pools one at a time. That would be WAY better than, well, never.
Let's incent the devs to do the hard work by letting them know we'd rather pay for it than not get it!
Man, I hope this works.
It's been a loooooooooooo-o-o-o-ong, LONG time comin, but I knooooooooo-o-o-o-ow, pool customization gonna come. Oh, yes it iiii-i-i-s! -
Knight: I love Energy Melee too, and I'd hate to see them fundamentally change the set, but there is a reason that there have been enough complaints about the set that the devs are supposedly seriously looking into it and plan changes.
It needed a slight nerf back in the heyday, but a lot of people feel it was over-nerfed. It just needs a little re-balancing--and there are some potentially really fun ways to do that!
Quote:I LOVE this fix. It keeps the basic look of the set, keeps the "big hits" feel, addresses AOE and helps tanks with aggro, ads variety so that it isn't just kind of the same attack twice, isn't a big buff, just a tweak, and it would be FUN!!!Half the cast on ET (And lower the recharge, damage, endurance etc to compensate), turn TF into Thunderstrike.
(telepathically implanting this into the minds of the devs a la Inception...) -
You're right. I'm not the most technical player--and two out of three of the suggestions I supported WERE AOE :P. But, all things considered, it underperformes from what I've read and from my personal experience. Funny thing is, I love the set. The feel and look of it is awesome! If it just felt and performed solidly average rather than lackluster, it'd be perfect.
These tweaks, which have been suggested alot, are not big changes or huge buffs. Just tweaks that could be used to adjust the set properly.
Anyway, any and all opinions welcome!
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Ok, I did a couple of searches and didn't find a reason not to post this thread on this particular forum. If this is misplaced or a duplicate, I apologize.
I think there have been some good suggestions that have been made on the Tanker, Brute, or Stalker forums that are not too "out there" and that are perfectly doable that I would like to support.
Any or all of these would help heal the EM set without going overboard:
1) Just shave off one of the three seconds on the ET and/or TF animation. PLEASE don't change the look of either, they are cool as heck.
2) Add a minor damage "splash" effect to either ET or TF. Preferably ET, in my opinion. This would help with the dismal AOE of the set.
3) Expand the range and/or target number in Whirling Hands.
I personally think if they implemented just some of these, it'd make EM competitive rather than bottom of the pack in everything except for burst damage.
Thanks! -
Couldn't wait. Tried it. It works. With and UN-Catalyzed proc, it stacks twice with just a split second of triple stacking--which I didn't expect on the non-superior version. I am well pleased.
Once I get a catalyst I'll let you know if it changes.
EDIT: Catalyzed works same way. Single stacks almost immediately, double stacks at 10 seconds (as long as it hits something), only brief split-seconds of triple stacking. So, I give up the triple stacking I hear people get from using a quick-recharging single target attack, but I get 13.4 more damage resistance pretty much automatically when I'm in melee without having to worry what attack I'm hitting with. I'LL TAKE IT! -
Hokay. I've tried to figure this out, but not been able to get verification.
I have a FA/EM/PM tanker. I spam AOE's for aggro (and plus it just kills stuff), with only occasional use of single target attacks (like using bruising to soften up a hard target). So, I really don't want to slot the Might of the Tanker proc in a single target attack unless I just don't have a choice in order to get good performance out of the proc.
My first choice would be Blazing Aura because (bear with me), if the Superior (Catalyzed) proc goes off 6 times a minute, and it "procs" every ten seconds in a toggle, then this should be a very efficient set-and-forget way (and I LOVE set-and-forget) to get the bonuses any time there are enemies in melee range. AND, I checked and in the game in the Enhancement Management window, it looks like Blazing Aura wants to take the proc because when I click on the proc in my tray, it doesn't grey out Blazing Aura like it does the Pool attacks.
NOW, If that just isn't going to work because the devs don't intend for it to, then my second choice, which is much less set-and-forget, would be Whirling Hands, which has a 14 second base recharge that is down to under half that recharge time in my build. I spam it alot when I'm surrounded so it'd work ok, though I'll miss my set-and-forget Blazing Aura fantasy :P.
Please offer any info you can, because this has been really hard to research and I don't want to just "try it and see what happens" and have to burn precious unslotters.
Thanks!
EDIT: I forgot to mention that I figure (or, rather, hope and pray), that BEFORE I Catalyze it to Superior, it'll proc about every other 10 second pulse, giving me just a single +res, but AFTER I upgrade it, it'll proc every time, every 10 seconds, giving me two layers of +res pretty consistently (meaning I'll never get to triple stack it, but I'm willing to pay that price to just have auto-+res whenever in melee.
I duo'd at 4/8 last night and payed attention to my playstyle, and I always opened with a couple of rounds of all of my AOE's and then mopped up the bosses with single target attacks, meaning I don't use either continuously--the only thing I really spam is Blazing Aura. Man I hope I'm right and this damage aura thing works. -
Thanks, Rangle,
I did what you said with the stamina/health and ended up with better end numbers. I hear what you are saying about the Leadership pool, and it's a tough call, but I play at +4 alot and I'm a perception/to hit buff junkie. The only thing I hate as much as face-planting is missing. So, I have to take SOMETHING to get tactics, and Maneuvers gets me very close to the "one small purple from soft-cap" in E/NE defense.
Ok, so IF I'm sold on Blazing Aura vs RotP, then what about CJ vs Hasten. I could still take CJ and get desirable Immob Res and even better defense (so less face-planting) really cheap. But, does the effect that Hasten has on Healing Flames trump that for survivability--plus helping with slow recharge powers? If so then that seems to win though I loves me my defense. Oh, and I can't take both, not enough room for both pools.
Thanks! -
Hi all,
Ok, I'm deciding between two builds. Both are done primarily for theme. I play mostly solo with some duoing with a friend and occasional teaming. So why a tanker? Because for theme he should be tough--he's like a solar-themed Superman (not solar-powered like Superman, but with actual sun powers--hence fire/energy). I only play the role of a primary tanker in a pinch, so I don't have taunt.
In both builds, some of my choices may seem odd, but that's because sometimes they are for theme. I like the first build with Combat Jumping and Rise of the Phoenix best, but if the second build with Hasten and Blazing Aura is going to be a lot more powerful, I may go with it. I'm not a fan of the "cush, cush, cush" Blazing Aura, but I know it's a great power. I hate face-planting and I love RotP, so I like the extra defense and the "you thought you had me, didn't you?" button on the first build, but, like I said, if the second is just going to be tons more powerful, I may go with it.
So, my questions are:
1) Will the second build be significantly more powerful in actual game play?
2) Did I make any BIG mistakes, like unrealistic endurance or too little accuracy/to hit buff?
3) Any general suggestions?
Thanks guys!
Build #1
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
THE PRIME CELESTIAL: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-EndRdx:40(46)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 2: Healing Flames -- Mrcl-Heal:40(A), Mrcl-Heal/Rchg:40(5), Mrcl-Heal/EndRdx/Rchg:40(5), RechRdx-I:50(37)
Level 4: Fly -- Zephyr-ResKB:50(A)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 8: Consume -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(9), RechRdx-I:50(9)
Level 10: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(11), LkGmblr-Rchg+:50(11), Ksmt-ToHit+:30(46)
Level 12: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-EndRdx:40(34)
Level 14: Tactics -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(15), ToHit-I:50(15)
Level 16: Whirling Hands -- Erad-%Dam:30(A), Erad-Dmg:30(17), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(34), RechRdx-I:50(34)
Level 18: Burn -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(31), RechRdx-I:50(31)
Level 20: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-EndRdx:40(27)
Level 22: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:50(23)
Level 24: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Rchg+:50(25)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(29), RechRdx-I:50(29), RechRdx-I:50(31)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Rise of the Phoenix -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(33), Erad-Acc/Dmg/Rchg:30(33), Erad-Acc/Dmg/EndRdx/Rchg:30(33)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), RechRdx-I:50(37)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), RechRdx-I:50(40)
Level 41: Ring of Fire -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 47: Fire Ball -- Posi-Dam%:50(A), AirB'st-Dmg/Rchg:50(48), Det'tn-Dmg/Rchg:50(48), JavVoll-Acc/Dmg/End/Rech:50(48)
Level 49: Melt Armor -- Achilles-ResDeb%:20(A), ShldBrk-Acc/EndRdx/Rchg:30(50), AnWeak-Acc/Rchg/EndRdx:50(50), RechRdx-I:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Reactive Radial Flawless Interface
Level 50: Pyronic Radial Final Judgement
Level 50: Agility Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod/Acc:50(3), P'Shift-End%:50(46)
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Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
THE PRIME CELESTIAL: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-%Dam:30(A), Erad-Dmg:30(43), Erad-Dmg/Rchg:30(46), Erad-Acc/Dmg/Rchg:30(46), EndRdx-I:50(46)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(37), RctvArm-EndRdx:40(40)
Level 4: Fly -- Zephyr-ResKB:50(A)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 8: Healing Flames -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(9), Mrcl-Heal:40(9), RechRdx-I:50(34)
Level 10: Consume -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(11), RechRdx-I:50(11)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(34)
Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(15), RctvArm-EndRdx:40(33)
Level 16: Whirling Hands -- Erad-%Dam:30(A), Erad-Dmg:30(17), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(33), RechRdx-I:50(33)
Level 18: Burn -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(19), Erad-Acc/Dmg/Rchg:30(19), Erad-Acc/Dmg/EndRdx/Rchg:30(25), RechRdx-I:50(27)
Level 20: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Rchg+:50(21), Ksmt-ToHit+:30(34)
Level 22: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Rchg+:50(23)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:20(29), RechRdx-I:50(29), RechRdx-I:50(31)
Level 30: Tactics -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31), ToHit-I:50(31)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), RechRdx-I:50(37)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), RechRdx-I:50(40)
Level 41: Ring of Fire -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Dmg/EndRdx/Rchg:50(45)
Level 47: Fire Ball -- Posi-Dam%:50(A), AirB'st-Dmg/Rchg:50(48), Det'tn-Dmg/Rchg:50(48), JavVoll-Acc/Dmg/End/Rech:50(48)
Level 49: Melt Armor -- Achilles-ResDeb%:20(A), ShldBrk-Acc/EndRdx/Rchg:30(50), AnWeak-Acc/Rchg/EndRdx:50(50), RechRdx-I:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Reactive Radial Flawless Interface
Level 50: Pyronic Radial Final Judgement
Level 50: Agility Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod/Acc:50(3), P'Shift-End%:50(5)
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Thanks Kangaroo! That helped
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Ok, I didn't mean to be misleading with the ninja thing, I meant those who are awesome ninjas at building Fire Tankers. I see my mistake :P.
So, ok, even though the yellow bubbling hands don't go with my whole "blue-white star" theme (though they would if I could color them), I'll take them and pray for the day the devs finally either give us pool color customization or let us turn it off. Of course, that's not nearly as annoying as the fact that my PM blasts are orange fire, but that's a topic for a different forum...
More feedback would still be appreciated, just to see what the consensus is. Thanks! -
Ok, I have a tanker that is FA/Nrg/PM FOR THEME (so it's ok, you don't have to warn me that Nrg sucks), and I want to mostly solo except for a pickup here and there. I want a good balance between damage and toughness, though I have to admit I hate face-planting (even with RotP) more than I mind taking a bit longer to kill stuff. I also like to set the difficulty as high as I can--+4x8 if and when possible--so I need an overall decent build.
I am agonizing over one decision. Whether to take Combat Jumping or Hasten. I am a toughness and defense junky, but Hasten is pretty impressive in what it brings to the table.
So... with CJ I have 40.6 S/L and 36.2 E/NE (none of my other defenses are in the "one small purple away" catagory) and about 22.5% global recharge.
With Hasten, I have 36.7 S/L and 32.3 E/NE (and my other defenses a bit further from "one small purple") and 15% global recharge but, well, Hasten. Faster Healing Flames, Fiery Embrace and Melt Armor (yes, I know, PM Melt Armor sucks, it's for theme and I use it--plus it will stack somewhat with the Reactive Incarnate Interface).
So, is it pretty much a wash either way--in which case I'd go with CJ because I love being tough--or will Hasten make me so much more powerful I'll be able to handle considerably more difficulty--in which case I'd take that.
Now, experts--SPEAK! -
I have an energy toon that I would LOVE to use it to stack disorient mags for better damage mitigation, but I can't get any solid information if it is still broken--or if they are ever going to fix it.
Anyone know? -
On a tangentially related note, I'd like to ad that I like how heroic the game mechanics and play style feels for a game where I'm pretending to be a comic book superhero. Graphically or game wise I wouldn't want just a modern first person shooter or Xbox game that happens to have tights and capes.
What I mean is, I've noticed some (usually new free account) people complaining about the "clunky" play style, especially the rooting effects. I LOVE it when my hero plants his or her feet and unleashes a powerful blast or blow, as opposed to jogging in circles and cricket-hopping and or running and shooting or punching back over their shoulder.
I really believe that the key to this game is theme, feel, and story (and I don't think that is just my wild idea, it's pretty much the intent and reality of the game). While there will always be PVPers and gamers (and I'm glad they're here and they have a place and every right) it'll never be a bleeding edge, extreme PVP system and I wouldn't want a white-knuckle twitch-action style. I love the fact that I can play and also watch how frikkin cool the Superaction is!
Maybe this should have been a separate thread, but I didn't think it was a topic worth starting a whole new one.
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I have to say, as an old-time comics fan, I love the fact that the heroes and villains look so much like good silver-aged comic book art rather than bulgy plastic puff-stickers, cell-shaded TV cartoons, or anime.
If I go back and look at my 80's and 90's comics, this game looks tons more like them than any other similar themed game out there. I guess people these days are thinking of the game more like a superhero movie than a comic book, but I like the authentic comic book look and feel.
I would be sad if the game started looking like an Xbox game (like some superhero movies lately have looked) or started to play like a first-person shooter--which seems to be what people who are less from a classic comic book angle and more from a "gamer" background seem to want.
But, I also know that ultimately people will vote with their dollars, and that will win out. I have two VIP accounts--one that is years old--so I get two votes :P!
That being said, I'd be first in line for COH 2.0, to support the games continuance and because I figure the Dev's would have learned a lot from the good, bad, and ugly they did (mostly good! I'm practically a fanboy!). -
It seems like there should be a way for the single most iconic type of superhero--the straight up tough, strong guy or gal (a la Superman, Wonder Woman, The Thing, Colossus, The Hulk, She Hulk, Power Man, etc. etc.)--to participate in the Incarnate system without unavoidably picking up graphics and powers that just don't fit that theme.
We really need a S/L judgement besides Vorpal. And it could easily do double duty as a Super Strength or Earth-based power.
And an Interface where your opponents don't light up or burst into flame when you punch them--or just the ability to turn interface graphics off or at least tone them down.
I love that COX has it's own lore, and the graphics look great and really enhance the game, but there needs to remain a way to have the most iconic type of superhero--all the way to the endgame. -
Just realized that may not have been clear by calling it a "crater", it's more of a circular cracked ground effect. And it shows up if you just take the regular "Seismic" aura, but if you take the moving aura it shows up temporarily whenever you "land" on the ground as it's supposed to (which is, or would be, really cool) but you can't see it because it is about half a foot below the surface. If you stand on a ledge and jump and land you can see it sticking out about a half-foot below you.
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When you pick the "only when moving" option for the "Seismic" path aura, the crater graphic (not the running path but the crater that appears under you when you jump and land) is totaly under ground and can't be seen at all--unless you are standing on the stairs or something, and then it sticks out to the side.
It'd be really awesome to land and have that crater under you as intended (which doesn't happen at all now), so I hope it gets fixed eventually.
Thanks! -
It sounds like Blue just simply doesn't like this game--and for about the same reasons that the people who stay with the game, like you and I, like it.
People see things the way they want to see them. To each their own--no loss either way if he quits.