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Posts
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Joined
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Global name: @Savron
Server they mainly play on: Mainly Freedom.
Level of PvP experience: I was big on the old system. I don't know much about it since the revamp.
Access to Ventrilo and/or mic: Yes.
Ability to meet at 9pm est on Fridays: Not for the next two Fridays (off at 10:15pm eastern), after that yes.
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Woah. I got to character select.
EDIT: Got kicked back -
And I can't seem to find out how to fix them.
Here's a macro I currently have that worked in i17, for example:
Code:This doesn't work now, though. All it does is is the "none" emote. If I press it again, it says I must wait 30 seconds to change my costume again. Something's wrong. Anyone know what is going on?emote none$$cce 0 ccninjajump
Thanks. -
And now we wait for the sticky change.
Thanks for this post... I'm still reading through it but it looks like there's been a lot of changes. -
Quote:Well, as JuliusSeizure indicated, trying to build a perma-hasten build *starts* with 5 LotG +recharge, which go for 100-200 mil each (or 200 merits). To get the kind of recharge you need for perma-hasten, though, is going to require going beyond that and diving into the realm of purple sets.
As for what power I opted for over a travel power... I took both Hasten and Combat Jumping. Ninja Run + Swift + Sprint + Quickness is about as fast as capped Fly, and suits the catlike agility that my claw/sr ought to have perfectly, so I don't really need a travel power in the build. SR builds tend to be very tight due to needing to take 8 powers from the secondary (everything but Elude), so every extra power slot helps. Essentially, in order to fit in everything that I wanted (Hasten, CJ, the Fighting pool, the Fitness pool, and two powers in Body Mastery to get to Physical Perfection) I had to go travel-power-less.
Actually, it would be more correct to say that the freedom to go without a travel power (due to my concept and the incredible speed an SR can attain with ninja run) allowed me to build a stronger build than I would otherwise have been able to.
Thanks for the response.
Is there a "threshold" in going for fast Hasten recharge where the cost starts to skyrocket? I'm okay with a 10 second cooldown on Hasten if it's gonna save me half a bil on purples and such. -
I took out the budget.
LOTGs don't worry me right now -- they're gonna deflate rapidly unless their price is changed in the store. I'm fine with grabbing a bunch of those.
Can this all be done without purples? Or are purples gonna be required? -
Ahh, I see. My problem here is I'm totally clueless on how much things like what I posted are going to cost. If I sound uninformed asking for the things I posted above, it's because I am, haha.
I'm curious -- what power did you opt for over a travel power? -
Hey guys,
So, I'm loving my Claws/SR Scrapper and I can't wait to get him to 50. The only problem is, I'm not sure where to take his build to.
I have a quick build that I made up, but I don't have Mids on my laptop (I bet I posted it somewhere on the forums already, I'll have to look around).
The big things I'm looking for in a Claws/SR build:
- Positional softcap (not hard at all with SR)
- Would prefer to go with Hasten and SS, but I'm cool with picking up CJ if necessary
- Enough recovery to where I'm not completely drained after a mob (PP, maybe?)
- Enough recharge to perma Hasten.
- Regen would help, but it's secondary to the things posted above. Medicine pool is not needed. At the very least, I can pop a green in a bad situation.
If needed I can post mine later when I get home, but it doesn't pull these things off at all. Basically, I need help from the Claws/SR folks. Heeeeellllppp! -
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Correct me if I'm wrong, but I don't get what you're saying here. I thought that the system takes your highest stat into account when it comes to ranged vs positional. If I'm at 45% Melee/Ranged/AoE defense, doesn't that count Psionic damage, as well? And SR almost does this by itself... doesn't that make this not much of a "weakness?"
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Hey, Wildwind. I took your build and swapped out Fly for Super Jump. How's it look?
I had to take out one LotG because taking out Hover brought down the positional defense to just below softcap. Swapped out the one in Lucky for a Defense IO.
Also, the level 49 power is bound to change; I just grabbed whatever and at level 49 I'll decide what I need based on the experience with the build.
Could you possibly explain what you mean about the "hax" way that the Recovery enhancements work in Physical Perfection? Thanks.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Bowser: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (5) Touch of Death - Accuracy/Damage/Endurance
- (5) Touch of Death - Damage/Endurance/Recharge
- (7) Touch of Death - Chance of Damage(Negative)
- (A) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Defense
- (17) Red Fortune - Endurance
- (A) Crushing Impact - Damage/Endurance/Recharge
- (7) Crushing Impact - Accuracy/Damage/Endurance
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (9) Crushing Impact - Accuracy/Damage
- (11) Crushing Impact - Damage/Recharge
- (11) Achilles' Heel - Chance for Res Debuff
- (A) Red Fortune - Defense/Endurance
- (17) Red Fortune - Defense/Recharge
- (19) Red Fortune - Endurance/Recharge
- (19) Red Fortune - Defense/Endurance/Recharge
- (21) Red Fortune - Defense
- (21) Red Fortune - Endurance
- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Chance for Smashing Damage
- (A) Crushing Impact - Accuracy/Damage
- (31) Crushing Impact - Damage/Endurance
- (31) Crushing Impact - Damage/Recharge
- (31) Crushing Impact - Accuracy/Damage/Recharge
- (33) Crushing Impact - Accuracy/Damage/Endurance
- (33) Crushing Impact - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Flight Speed IO
- (A) Jumping IO
- (A) Healing IO
- (23) Numina's Convalescence - Heal/Endurance
- (23) Numina's Convalescence - +Regeneration/+Recovery
- (25) Numina's Convalescence - Heal
- (A) Recharge Reduction IO
- (A) Performance Shifter - EndMod
- (34) Performance Shifter - EndMod/Recharge
- (37) Performance Shifter - EndMod/Accuracy
- (37) Performance Shifter - Accuracy/Recharge
- (39) Performance Shifter - EndMod/Accuracy/Recharge
- (39) Performance Shifter - Chance for +End
- (A) Thunderstrike - Accuracy/Damage
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Damage/Endurance
- (40) Thunderstrike - Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Luck of the Gambler - Defense
- (34) Defense Buff IO
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Aegis - Resistance/Endurance
- (43) Aegis - Resistance/Endurance/Recharge
- (43) Aegis - Resistance
- (A) Scirocco's Dervish - Accuracy/Damage
- (42) Scirocco's Dervish - Chance of Damage(Lethal)
- (43) Scirocco's Dervish - Accuracy/Recharge
- (45) Scirocco's Dervish - Damage/Endurance
- (45) Scirocco's Dervish - Damage/Recharge
- (45) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Miracle - Heal/Endurance
- (48) Miracle - Heal
- (48) Miracle - +Recovery
- (50) Performance Shifter - EndMod
- (50) Performance Shifter - Chance for +End
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 4: Ninja Run
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 6.13% Defense(Psionic)
- 13% Defense(Melee)
- 14.3% Defense(Ranged)
- 13.3% Defense(AoE)
- 48% Enhancement(Accuracy)
- 55% Enhancement(RechargeTime)
- 19% FlySpeed
- 180.7 HP (13.5%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.6%
- MezResist(Stun) 2.2%
- 9.5% (0.16 End/sec) Recovery
- 52% (2.91 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3.13% Resistance(Negative)
- 2.5% Resistance(Psionic)
- 24% RunSpeed
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Quote:I know you have to be in the zone to start the TF, but the TF is not the only source of missions in the zone, Just have the leader start any local mission and then drop it after you arrive. Solo, I'll often use a mission from one of the local contacts to get to Cim if I have their phone number. Heroside I do the same thing with the Shadow Shard.
I'll have to test on the minimum level, I thought I got a lowbie hero in there.
Wait... how do you get one of the Cim contacts as a lowbie? Or am I just misunderstanding you? -
Set up some feed alerts, and it's easy.
I'm too lazy to do this myself. -
Ah, thanks for the help! Kind of a small "buff," don't you think? I was hoping for a little better than that...
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Traps (All) - Corrected an error with the animations for Triage Beacon, Poison Trap and Acid Mortar. The result of this is the reported animation time has been increased from 2.17 seconds to 2.77 seconds. The *actual* animation time has been reduced from 2.83 seconds to 2.77 seconds.
I have a question on the wording of this paragraph, or more specifically the statement "The result of this the reported animation time has been increased from 2.17 to 2.77 seconds."
Can someone explain this a bit further to me? I have a Traps character that will be affected by whatever this is. Are animation times going down, or up? Did they get rid of the extra animation time when planting one of these three things? -
Thanks for the responses!
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Quote:This guy knows what he's talking about. The "holy trinity" does not exist redside... and personally, I really like it that way. It's a huge change of pace that I'm absolutely hooked on.There's a key point here: none of the redside ATs lack mitigation. Some are more squishy than others, but all have more capabilities to deal with incoming threats than, say, your typical blaster. Of course, there're lots of outliers (some blasters that play more controllery than some controllers), but the general rule holds.
Pretty much every redside AT has debuffs, defense, resistance, regeneration, heals, mezzes in ample supply. They also all have at least fair damage. In other words, all are hybrids. As such, they strongly blur the damage/support/meatshield roles.
Therefore, there is not nearly as much need for a brute to manage every bit of aggro as there would be for a tanker. Everyone has tools to manage some measure of stray aggro, whether it is threatening them or their teammate. I'm far from being one of the best players (I sometimes do stupid, reckless things just for fun or to see if I can pull them off and survive), but I can still see and appreciate this point.
What the others are describing here seems to be a team where everyone simply inter-operates without locking themselves into that trio of roles. -
Hey guys,
Quick question. I've been slotting 3 Accuracy SOs into powers as long as I can remember (well, yeah, ED but you get the point). Is this overkill? I can see what the SOs do statistically to my accuracy modifier, but is there a significant difference in terms of the actual hitting calculation between 2 Accuracy SOs and 3 Accuracy SOs?
Thanks. -
Hey guys,
A friend and I were doing some custom missions, when we noticed that the XP we gained wasn't as good as the paper missions we were just doing prior. Looking at the XP (at level 36), we were getting ~450XP per Council minion in the paper mission. We made a quick AE mission to test (Arachnos Base map, premade Council enemies, everything done to replicate a paper mission). We only got ~270XP per Council minion.
Is this a bug or something deliberate? If it's deliberate, why?
Thanks!
EDIT: We just realized that both of us still had Rest XP. I'm guessing that was the problem, as Rest XP doesn't work in AE. Can someone please delete this topic? Thanks. -
I'm having a lot of fun with this toon (up to 37 right now), but I'm starting to think about what I'm going to do when he's done. I've come up with this build. I'm not very good at using IOs well yet, so it may show here. That's why I'm asking for help.
The big thing I don't know about is the lack of accuracy. A lot of these IO sets don't go very high on accuracy, even when you use all 6. Still, though, defense values look great, which is what truly matters to me.
One quick question on Defense -- do the Melee/Ranged/AoE tags stack with the attack type? For instance, this build has a 42.7% Smashing defense. It also has a 25.8% Melee defense. Would these stack and make a 68.5% def (ignoring caps) if I were to be hit by a Smashing melee attack?
Thanks for any suggestions/answers to my noobish questions! Also, please ignore the level I chose slots -- they're wonky because I was stealing slots back and forth between powers.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Hide of Iron: Level 50 Mutation Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Traps
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Acc/Dmg/Rchg:50(34), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 1: Web Grenade -- Acc-I:50(A)
Level 2: Slug -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(31), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 4: Buckshot -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(5), Det'tn-Dmg/Rchg:50(7), Det'tn-Dmg/Rng:50(17), Det'tn-Acc/Dmg/EndRdx:50(19)
Level 6: Combat Jumping -- EndRdx-I:50(A)
Level 8: M30 Grenade -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(9), Det'tn-Dmg/Rchg:50(9), Det'tn-Dmg/Rng:50(19), Det'tn-Acc/Dmg/EndRdx:50(42)
Level 10: Swift -- Run-I:50(A)
Level 12: Acid Mortar -- AnWeak-DefDeb:50(A), AnWeak-Acc/DefDeb:50(13), AnWeak-Acc/Rchg:50(13), AnWeak-DefDeb/EndRdx/Rchg:50(17), AnWeak-Acc/Rchg/EndRdx:50(40), RechRdx-I:50(40)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15), Jump-I:50(15)
Level 16: Force Field Generator -- DefBuff-I:50(A), DefBuff-I:50(48), DefBuff-I:50(50)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Poison Trap -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(25), Lock-Rchg/Hold:50(25), Lock-EndRdx/Rchg/Hold:50(37), Lock-Acc/EndRdx/Rchg/Hold:50(42)
Level 26: Flamethrower -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(27), Det'tn-Dmg/Rchg:50(27), Det'tn-Dmg/Rng:50(34), Det'tn-Acc/Dmg/EndRdx:50(39)
Level 28: Seeker Drones -- RzDz-Acc/EndRdx:30(A), RzDz-EndRdx/Stun:30(29), RzDz-Acc/Rchg:30(29), RzDz-Stun/Rng:30(31), RzDz-Acc/Stun/Rchg:30(46), RechRdx-I:50(50)
Level 30: Ignite -- Dmg-I:50(A), Dmg-I:50(31)
Level 32: Full Auto -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(33), Det'tn-Dmg/Rchg:50(33), Det'tn-Dmg/Rng:50(33), Det'tn-Acc/Dmg/EndRdx:50(34)
Level 35: Trip Mine -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Beanbag -- RzDz-EndRdx/Stun:30(A), RzDz-Acc/EndRdx:30(39), RzDz-Acc/Rchg:30(39), RzDz-Stun/Rng:30(40), RzDz-Acc/Stun/Rchg:30(43)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(42), Enf'dOp-Acc/EndRdx:50(43), Enf'dOp-Acc/Immob/Rchg:50(46)
Level 44: Scorpion Shield -- DefBuff-I:50(A), DefBuff-I:50(45), EndRdx-I:50(45), EndRdx-I:50(45), RedFtn-Def/EndRdx:50(46)
Level 47: Summon Disruptor -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48)
Level 49: Recall Friend -- IntRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 6: Ninja Run -
Hey guys, quick AE noob question. I have an elec/ tank, so I thought making a level full of energy-only enemies would be freakin' awesome! So, I did so. It's a ton of fun for me, but when I get teammates in, they get into trouble quickly. I'm having a bit of trouble with maintaining aggro. There is no single-target pure Energy melee attack out there (the closest I could find was Jacob's Ladder, and that drains my end like no other causing me to lose my shields). Because of this, I had to use Ranged attacks. When I jump into a mob, they can spread out quite a bit. When this happens, the enemies just stay where they are. The -75% range on the Taunt is nice but I can't hit everyone with it. If I lose aggro on them because I'm not close enough, they'll destroy teammates with ranged attacks. They just won't come after me.
Here's my question: I tried setting melee preference over range, but does that not work at all when you don't give them any melee-based attacks? If not, anyone got any suggestions on a melee power to give them?
Thanks for any response!To clarify, I'm not looking for any sort of exploits. I want to do this within the established rules of the Mission Architect. Thanks again!
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Quick question -- I'm on a 4770 running CoH with "Low Quality" water. The problem is that every time I exit the program, the next time I turn it on the water is practically nonexistent. I can see the color change, but the distortion caused by the water diffraction is missing. If I move the slider up to "Medium Quality", then go back to "Low", it comes back. That's the only way to get it to work.
Having to do this every time is getting kind of annoying. Is there a way around this problem? Thanks.
Oh, and yeah, I'm running latest drivers, clean installed. -
Hey, guys.
I'm currently about halfway through to 50 (XP-wise, not level-wise) on an AR/Traps Corruptor. I'm loving it. I've got a question, though.
I know that there's some powers, such as Poison Trap, that don't accept Accuracy Enhancements... I'm sure that's because the power never misses. However, I'm interested in hearing about some of the other powers. These, in particular:
Acid Mortar
Seeker Drone
Trip Mine
These powers all accept Accuracy Enhancements; however, running them without any Accuracy enhancements seems to not hinder me in the slightest. I'm hitting purple con enemies just fine... in fact, I can't recall seeing a "MISS" with any of these powers. Is it possible for these to miss at all? Or do they just have really high Accuracy values (so high, in fact, that Enhancements are not needed at all)?
Thanks.