macskull

Forum Cartel
  • Posts

    5210
  • Joined

  1. CM's fine as-is. Every status protection buff has a duration of 90 seconds (except Increase Density, which has a 60-second duration because it provides more than just mez protection). Never mind that in PvE two of the five standard ATs have mez protection on their own anyways, mezzing mobs are rare aside from a few groups, and being mezzed isn't a guaranteed death if it's caught soon enough, except in rare cases. If you think CM's bad, you probably haven't played a Therm - it gives about the same effects and has the same recharge time, but the activation and root times are substantially longer... that being said, CM's on a relatively short timer because the buff it provides is very powerful.
  2. Q: What kind of food can't make up its mind?
    A: A waffle!
  3. The Achilles' Heel proc in RI is definitely worth it, but the Fury proc in Short Circuit is probably too expensive (and SC takes too long to recharge) to make it worthwhile.
  4. That heal is a huge waste of endurance until it's properly slotted. If someone on the team is constantly dying in PvE, it's usually the fault of that player and not their teammates (see also: keeping yourself alive).
  5. Not worth it in PvE, use the Manticore damage proc instead.
  6. Before I stopped caring about the Blaster version of Rad (early in closed beta when they changed the recharge times) I'd been tooling around with builds in Mids. Basically you're gonna want to aim for capped HP (1606), 41-45 points of KB protection, and whatever damage and recharge you can fit in (recharge probably in the 30-50% range, damage a side bonus since your inherent gives you a good damage buff anyways).
  7. macskull

    Arkhan Asylum

    Do what everyone does with CoH and turn the sound off >.>
  8. 3 Membranes is the most effective, enhancement-wise (using the reverse aspect of Hami-O's to enhance the defense and tohit debuffs as well as the recharge). You won't have any endurance reduction, so you could stick a slot for that in as well. However, Membranes are expensive, so if you're looking for something cheaper you could probably get away with 3 recharge and 1 endurance SO. If you're wanting to use IOs, that opens a whole new set of questions as to whether or not you've got particular build goals in mind, what set bonuses you've already got, and so on.
  9. They don't really need a 5th power pool. Heck, you could argue they don't need any power pools (aside from a PB which spends most of its time in human form).
  10. macskull

    400 pvp rep

    Quote:
    Originally Posted by Snugs View Post
    Just got it today. Took me 2 days of mind-numbing frusteration to get it. I just hope they don't nerf it so you only need 200 rep now, or I might need serious counseling.
    Hey, it's a lot easier with a static 5-minute rep timer than it was with a 10-minute timer that reset if you damaged (but didn't kill) the other player, or even if he attacked you and you didn't return fire.
  11. (Best part of this is how there's even less viable stuff now than there was before I13.)
  12. Technically, redside SGs are threat groups >.>
  13. macskull

    New Arena Toon

    Quote:
    Originally Posted by AresSupreme View Post
    top tier, and less likely to be nerfed.
    These two clauses are mutually exclusive. If anything is good in this version of PvP it'll be nerfed.
  14. Who is this macskull guy? Really I'd need to know more about your builds, the rules of the match, etc. Neither of you are going to have very much damage, for sure, but you might have the edge in useful buffs/debuffs. Toss up, I'd say, without knowing more.
  15. macskull

    storm summoning

    Quote:
    Originally Posted by The Second Coming View Post
    did that get nerfed or sumthing? I haven't seen any around in a long time...I kinda wanted to roll a sonic/storm or a fire/storm corr just for the cool ess factor of storm summoning....is storm summoning still a viable set in pvp?
    Hurricane dropping every 15 seconds plus DR on tohit debuffs and the inability to debuff range below 25%, combined with the slow nerf, means Storm isn't really as viable as it used to be. There might be a case made for large teams running lots of Storms (not really sure on this one) but in duels and small team stuff it doesn't work so well, and it's a little effective in zone for messing with Stalkers.
  16. Quote:
    Originally Posted by brophog02 View Post
    Recipes of all sorts have been sold without the market since the very beginning, but that number always seems rather small (empirically) in relation to the size of the market.
    (Irony: asking for proof something is happening, then using "seems to be happening" as justification for an argument.)

    That's because until very recently, there were no recipes selling anywhere near the inf cap (the most expensive IO on the market is the +3% defense IO, and until I15 it was rare to see prices on that pass 500-700 million, even though it was still the most expensive item out there). With the recipes selling at the inf cap on the market, your options are either take the 2 billion (minus 200 million in fees), or sell it off the market for more (seen several sales in the 3-4 billion range, and there are no market fees for such transactions). If you get a drop on a server that isn't Freedom, you can freely transfer your character to wherever someone wants the IO, at least until free server transfers end. If you do get the drop on Freedom, you can be fairly certain someone will want the IO.
  17. Quote:
    Originally Posted by Xanatos View Post
    1500 Hp
    41 KB Prot
    40% Recharge
    75% Resists

    Do I need to slot for anything else?
    You don't really need to make the resists a build goal, as DR will cut that 75-80% down to about 40%. If you can, get 44-45 KB protection, which should be enough to stop Force Bolt (41's enough for Power Push, the next-highest-mag KB attack).
  18. Elec Melee isn't terrible either, though there's really no reason to play it when SS and EM exist.
  19. There are a lot more than two reasons why Psi is better than Sonic.

    * Placate proc (irrelevant in team matches, really, but it's a factor in small team and duel stuff)
    * 4 80-foot-base attacks (Sonic has 2 80-foot and a 40-foot)
    * Delayed damage due to projectile speed
    * Mez in the attack chain
    * -Recharge not as widely resisted as -res

    Sonic has the advantage of having a relatively quick-animating stun with a good range, as well as a heavy-hitting tier 3, though it's only a 40-foot range.
  20. macskull

    PvP Archer?

    Not unless you slot it for recharge, in which case you're missing out on half the reason to play Rad in the first place.

    The only things Archery has going for it are the stun (Sonic and Rad both get these, though), the 80-foot tier 3 that does good damage because of its activation time, and a sizable inherent accuracy bonus, which makes it easier to cut through elusivity. Damage type is largely irrelevant in this iteration of PvP because all squishies get a decent amount of resistance to all types of damage. As others have said though, Psi, Sonic, Fire, and Rad are better, but if you're set on Archery, the best combination there is Arch/EM.
  21. This is the build I use for Justice arena and RV (loljustice, but I have a Mind/Emp on Freedom and having another would be redundant). Only 1400 hp but for a zone build that should be fine.

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

    Click this DataLink to open the build!

    emp-dark pvp: Level 50 Natural Defender
    Primary Power Set: Empathy
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Healing Aura -- Tr'ge-Heal/EndRdx(A), Tr'ge-EndRdx/Rchg(3), Tr'ge-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5), Dct'dW-Rchg(46)
    Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 2: Heal Other -- Tr'ge-Heal/EndRdx(A), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(46)
    Level 4: Absorb Pain -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(15), RgnTis-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(50)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 12: Fortitude -- HO:Membr(A), HO:Membr(21), HO:Membr(21), Krma-ResKB(23), Rec'dRet-Pcptn(23)
    Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(25), Zephyr-ResKB(37), Clrty-Stlth(39)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(39), Numna-Heal/EndRdx(43), Numna-Heal(46)
    Level 18: Recovery Aura -- P'Shift-EndMod(A), RechRdx-I(29), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
    Level 22: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(40), Zephyr-ResKB(43)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(25), Zephyr-Travel/EndRdx(40)
    Level 26: Regeneration Aura -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(27), RechRdx-I(31), RechRdx-I(40)
    Level 28: Acrobatics -- KBDist-I(A), EndRdx-I(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A), Krma-ResKB(31), EndRdx-I(31), Ksmt-ToHit+(36)
    Level 32: Adrenalin Boost -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Adrenal-EndMod(33), Adrenal-EndMod/Rchg(34), Adrenal-EndMod/Acc/Rchg(34)
    Level 35: Invisibility -- LkGmblr-Rchg+(A), Krma-ResKB(50)
    Level 38: Phase Shift -- RechRdx-I(A)
    Level 41: Power Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(43)
    Level 44: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResKB(45)
    Level 47: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(48), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 1.56% Defense(Energy)
    • 1.56% Defense(Negative)
    • 3.13% Defense(Ranged)
    • 3.13% Defense(AoE)
    • 2.25% Max End
    • 3% Enhancement(Stun)
    • 9% Enhancement(Accuracy)
    • 47.5% Enhancement(RechargeTime)
    • 6% Enhancement(Heal)
    • 10% FlySpeed
    • 179.3 HP (17.6%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -32)
    • Knockup (Mag -32)
    • MezResist(Immobilize) 4.95%
    • MezResist(Sleep) 2.2%
    • MezResist(Terrorized) 6.6%
    • 20% Perception
    • 8.5% (0.14 End/sec) Recovery
    • 44% (1.87 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 14% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1407;709;1418;HEX;|
    |78DAA593D94E135118C7CF94C2D032DDA82DA514286BA1C8486F148B89098209096|
    |005E48AC5810E30B10C93B6A0BD1235512FBC72C325C405139FC1F802FA0AEA8378|
    |63EAB79C62D04B27EDFF37E73BDFF23FEDCCCCAD094D88FD8B42F15F2A18A5D2EA8|
    |4B961DA79B3A8CE1AE5DDA251D0CC6D67386F146F249D3D471542446A19ABE3BB1B|
    |1BFAE4B66394B72AF1E3E89C616F9A797D024A56C7A1653934656F9945D32EEBB51|
    |B2DB7B353D02F5B65DB2C95BCB498774C33CFF169D3702C7B33448B297BCF2A596B|
    |56C12A579A271D6B5DCFEDDC842933D0D82C5662606810BE4B2E21AF6ABD38AB08D|
    |12E5CE718A304F72C2023DC5708C339C2873F556E7100488986178C9784C6578CD7|
    |84654857E41085877879889787683C443B316405AAEA64555D96F2FC638C0B84205|
    |705B92AC3550DF053D7D3B0AAA81F1018BA0E8D546E24D43485BA61EDE190CB3344|
    |A1E61330A0A6499EB0290B700B71EA2F467F0AB4113D84DCB0E881963E1E5CE7535|
    |DD824D648E8FD41E8F71054C80BC8BCC02279EE9F27A4AFF2F1AF11D6203B241D84|
    |1E536982BD753DA155CF53C6334223B40DCBB6614EEFE5BCDEE73CFE801085BC08E|
    |7B9227C805484C7B3CD164868913F4DCB373E07EFA4BE13D6415BA5B1D6052A8DB3|
    |F3389FA3836DA61831E8D7C60395B6410A25BA083ED8699796DBD943073BEAE0849|
    |E5FB4CAC3C04EF92074CE515E922725797CF23EFD035D0F180F0901E8DECD554A37|
    |77CF70F720ECF4C9E7A18F4D7E81076D409E69E0888E39F886F196F18E907E4FF80|
    |AE943D2F9904EBD4FA719C38C183DA11F215B976DF5DBB473669F718771978DDD23|
    |F8C1D8883436C29613EEE3370D3E7089E97F2239F7F1EB25148ACC620EFBFBAFEB9|
    |356EBE399F3822EA0E4409445BC5B4259C6E50ADE1978B786B28ECBEA67ADE63430|
    |8A86CEA36451C6501E61928A2F59138A86E243F1A3045082286194284A1CE510A5F|
    |A1B8E57F9EF|
    |-------------------------------------------------------------------|
  22. If you press Command-Enter, CoH will switch to "windowed" mode. (It's not the same as regular windowed mode, it just makes the game run inside a window without changing its resolution.) You might consider changing the in-game resolution to 1680x1050 before pressing that key combination, as that'll give you a window that won't fill your desktop while still giving you a large window for playing the game.
  23. Ice Blast, Elec Blast, Dark Armor, any Tank that isn't /SS, Sonic Resonance, Energy Melee on anything other than a Stalker, Energy Aura, Traps, most of the Blaster secondaries, Mercs, Force Fields, Earth Assault, and so on and so forth.
  24. They're only supposed to appear in that one arc, AFAIK, but they never got around to removing them from the mob spawns in the rest of the game (amusingly, they won't spawn in MA missions, by player request).