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Posts
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Joined
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I'd roll Shield/SS instead of Shield/Axe or Shield/Fire.
For large spawns (farming), AoE radius is a major factor and when mobs start to wander around.
A 15' radius AoE covers almost 4 times the area of a 8' radius AoE.
In the case of Foot Stomp you can also potentially reach more targets and tag them with gauntlet (up to the taunt cap only ofc).
Assuming a time frame of 30 seconds max per spawn as well as some help for global recharge, e.g.Hasten etc.
Shield Charge 20' radius, base recharge 90 sec = usuable 1x per spawn
Foot Stomp 15' radius, base recharge 20 sec = usuable 3-5x per spawn
Fire Ball 15' radius, base recharge 32 sec = usuable 2-3x per spawn
That's just some very rough numbers here...
Rage is boosting Footstomp, Shield Charge and Fire Ball by +80-160% damage, depending if you stack it (which you probably should even if it's just to prevent the -def on a crash).
I would probably go point blank, do your first stomp, fire ball, shield charge, 2nd foot stomp, then pick on Lts and bosses with ST attacks
my 2 inf -
I want a tigerman/woman - Rakshasa head.
And please let us add horns "Head: Detail 1" to the beast heads we have now.
Why is this not possible I wonder?
Peace, happy holidays -
Simple step-by-step self-help:
1) Team leader talks to the TF contact in person (even if you could call him)
2) If this fails, team leader logs out, this will pass leadership to the first player who joined the team.
3) New team leader can try to call the TF contact
4) If this fails, the new team leader talks to the TF contact in person (even if you could call him)
Hope this helps -
Started the TF Positron tonight with 4 players.
On the 2nd mission (Defeat Rollister and his cadre) 1 of our members, crashed, D/C'd or logged (unlikely).
System chat only says: Player X has quit the team.
We completed the mission 2 times now, did exit and are offered with the same mission once more. (Defeat Rollister and his cadre)
I filed a ticket in-game, but don't expect a GM to show up tonight (Saturday night, EU side, 21:26).
Quick question would be, if we'd better leave the situation as is (to possible bug track it) or quit and start over?
GM was showing up while I was typing this. 5 stars for customer service! -
Quote:Unless you want to plan in advance to make sure if a build will work out at the targetted level.In general, I've been told that you shouldn't really think about set bonuses until you're around the 50s.
...
It's simply not much fun to make a toon without knowing if it's gonna be great later and probably have to delete and remake because it's not tough enough, or can't keep up with end usage or some other shortcoming.
Parabola has made a very awesome build, can be refined here and there (attack chain, recovery), but in general it has a lot potential.
Probably the most rounded out tank after Granite in terms of defense/resistance.
I plan all my toons in advance now to prevent rerolls and then at lv 50, with a bit more playtime under the belt, do the fine-tuning. -
Aren't the Eradications much harder to get?
Everyone I know does random rolls in the 35-39 range these days. 30-34 any better?
I agree, very nice build.
You convinced me to build for typed defense, I'm trying a couple of days now to build for positional defense and I'm not breaking the +40% margin with normal means (Dark/Fire too, but I need Hasten and PP in my build for AV scranking).
Out of curiosity, what's your attack string for AV fights? -
The "Northern Light" wisps that spawn around Lord Winter on the instance mission have a strong defense debuff (and it's auto-hit or 'untyped' if my observation is right).
They don't deal a lot of damage on their own but if they target toons close to Lord Winter, you will see a lot dead toons in no time.
Toons that have defense-debuff protection might look better here.
With only 2 teams, fairly balanced but nothing uber, the debuffs caused a wipe.
Defeating them helps but they will respawn in no time.
I suggest 3+ teams for a "realistic and fun" raid.
Servers with smaller population will have trouble to pull this during off-times, this is my only issue with this instance. -
WP tanks have easier times to stand toe-to-toe fighting single, hard targets .. AVs, GMs.
DM/WP (scrapper) was mentioned.
That and BS/ or Kat/ may be outstanding exceptions here.
If you have a lot inf at your disposal to help a scrapper with +HP and some (typed) defense, I'd go for the scrapper for sure.
I'm having a lot fun playing my Claws/WP scrapper (and Fire Ball can crit, yes!) -
I moved on to 49's .. Battle Maiden's, the one with the bombs, Boomtown style mish.
And then a Council Empire mish. Can't remember the name right now, it's by Unai Kemen.
They work a lot better than Nemesis (no surprise really).
Yes, I only keep inf, rare salvage and purples, rest gets deleted/NPC vendored.
My build looks a bit different now, it seems to work better though. (It's still not friendly to play when exemplared below lv 33, no Psyche Drain power. Don't do a build without Stamina if you think you want to play a lot exemplared at low levels! Not exaggerating here ...)
That said, I use some around lv 42's sets so I can do an occasional flashback in the 35-39 range with friends.
Click this DataLink to open the build!
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Quote:No need for this puppy.And the PvP IO alone sells for like 2 billion, and I've almost never seen it on the market. Maybe I'll use this as my long run project. Because currently there's no way I can afford this right now lol.
I'm recipe-farming Unai's "Save Scientists' Other Halves" (taken by lv 47) on +0/x8.
Nemesis stay in formation 90% of the time (no wandering mobs, this is a boon for tankers with their small AoE radius, too .. btw).
I don't wanna claim bragging rights here, but so far I haven't seen a build that outperforms this one as a farmer.
This is my alternative solo build, I make heavy use of inspiration drops!
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
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I'm feeling "rich" when I IO my friends' and SG members' toons.
That's the real meaning of influence/banked IOs to me. -
[QUOTE=Fleeting Whisper;2401265]... which would be why I only listed combinations with Sprint, Hurdle, and Swift.
I find it very important to mention since many players like to keep CJ on. -
Just a small addition:
[Ninja Run] and [Combat Jumping] cannot be used together.
EDIT
[Ninja Run] is also subject to speed supression during combat.
The animations still do play, but movement speed and jump height bonus get nulled. -
Hi, just a quick glance
Superior Invis
.. you plan to keep that on most of the time? It uses a lot End, you might want to slot for more end discount there.
Hurricane
.. I'd go for Dark Watcher's (4-slotted, save 1 slot)
Spectral Terror
.. I'd go for Glimpse of the Abyss (5-slotted, w/o Fear/Range)
Phantasm
.. looks okay, but I'd go for the full set Expedient for the bonus to Ranged Defense
Thunder Clap
.. same here, extra Ranged Defense helps
Lightning Storm
.. slotted for Knockback? Okay it's a consequent move maybe, I'd go for a full set of Thunderstrikes though (yes mostly for bonus to Ranged Defense again)
Iceblast
.. same as for Lightning Storm here
Where you could save a few slots ..
Snowstorm, Freezing Rain
I'm surprised how much recharge (and how little downtime) you get for PA out of this buildGJ
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Quote:Creepers last 120 seconds though, shouldn't be too hard to have them around "most of the time" at higher levels.Although now you got me thinking about Plant again... only thing is Creepers are a 360sec rech!
Ouch
They are invisible except when moving through water and in combat or course.
When you approach a new spawn with active creepers, they seem to direct aggro on your toon initially, so don't wait too long before mezzing new groups.
Plants/ is definitely awesome and fast paced.
It combos very well with /Storm, I've seen a (nice!) player on Union on a Plants/Storm, if you want I can try to arrange a date (I think you're on EU servers too, yes?). -
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Quote:It's easy with a vertical stack of hanging lamps.I saw in one picture that someone had the arcane ceiling domes floating in the room at different heights and put arcane teleporters on them. Ive tried every way I could to make the ceiling domes float, but I can't make them, does anyone know how to make the ceiling domes float or unattach them from the ceiling?
First place a vertical line of large hanging lamps (Lighting).
Turn your camera so you look down.
Now select a dome, then move the mouse pointer going from the bottom of your lamps stack, then slowly go up along the lamps until you have reached the desired height.
Now move the dome to the XY position while still looking from above.
Don't touch the hanging lamps while doing that. Or the walls, this can sometimes bump them to ceiling height again.
http://i108.photobucket.com/albums/n.../coh_domes.jpg -
My tanker has these powers, works pretty good:
Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield --
Level 1: Jab --
Level 2: Blazing Aura --
Level 4: Haymaker --
Level 6: Healing Flames --
Level 8: Hover --
Level 10: Taunt --
Level 12: Plasma Shield --
Level 14: Fly --
Level 16: Swift --
Level 18: Burn --
Level 20: Knockout Blow --
Level 22: Health --
Level 24: Stamina --
Level 26: Boxing --
Level 28: Rage --
Level 30: Tough --
Level 32: Fiery Embrace --
Level 35: Hasten --
Level 38: Foot Stomp --
Level 41: Char --
Level 44: Fire Blast --
Level 47: Fire Ball --
Level 49: Consume -- -
Quote:In power customization you can hide the invisibility effect of CoD.....
Dark Armor (Cloak of Darkness hides my character, bleh)
....
"hide" "invisibility", erm use a *No Fade / No Pulse* for CoD and your toon should be visible.
I recently started a DA/SM, think it'll take time to get good. Shortly after Fault + Opp Gloom, around lv 27-iesh, I guess (both powers capped for 10 targets max though).
And then muuuuch later with Quick Sand.
Not the most damaging tank, I rolled it for concept and fun (I love the sound of stone melee).
Dark Armor lacks KB protection from its powers, just a word in advance if you should decide to try that. -
Quote:None. Not if you offset the stairs 1 lower than the rubble.Nice - that gives it a 'pit' look. How is the flickering where the rubble intersects the stairs?
However there's a 4x4 units patch that does flicker and that's in the corner where 2 stairs are sitting at the same spot (see the marked area on the other screenshot I made)
http://i108.photobucket.com/albums/n...nd-stone-s.jpg
The black vertical lines on the topleft image are what I use to cover the upper wall section. SG banners with colour set to black/black. This might be the irritating part here(It is meant to be a rooftop at night)
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Quote:I have the same problem....
My only problem with it is the ragged edges. For a good smooth look you have to cover the edges with something - and that has to be thicker or it will flicker. Typically I use small blocks of one kind or another from the arcane tab.
...
In the end I used stone stairs set 1 unit lower than the stone slabs.
http://i108.photobucket.com/albums/n...8-04-38-57.jpg -
In the light (and soft shadows) of Going Rogue, there's still the question whether bases will take advantage of the new ultra GFX settings.
I'm building for a more realistic feeling and 1 thing that always gets into my way is how lighting works for bases.
There's no real shadows or shadow occlusion (e.g. place a floor torch in front of a pillar and the floor and wall behind the pillar get 100% light).
So if there's some sort of new shadow filter for Going Rogue GFX, I'd like to see that for bases as well.
If it's an extra render pass to *bake in shadows* as an extra layer or however it works, I'm fine with that, too. -
Quote:Yes, for Fire Ball and defense set mule options....
has anyone went with blaze mastery on a claws scrapper before? seems kinda crazy, but cool at the same time.
My Claws/WP has turned into a very robust AoE machine.
Defense is not soft-capped! RttC helps a bit with the To-Hit debuff, but for +4/8-man's I need to use SoW at times which brings Resistance S/L near the scrapper cap.
This build took a long time to get where it is and hundreds of hours *work* to get the enhancements.
It's probably not optimized, yet, I'm sure the scrapper gurus will find ways to improve it
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Force Cat - issue 16 live: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Swipe -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(9)
Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 4: Fast Healing -- Heal-I:40(A), Mrcl-Heal:40(9), Mrcl-Rcvry+:40(33)
Level 6: Spin -- Oblit-Dmg:40(A), Oblit-Acc/Rchg:40(19), Oblit-Dmg/Rchg:40(19), Oblit-Acc/Dmg/Rchg:40(25), Oblit-Acc/Dmg/EndRdx/Rchg:40(25), Oblit-%Dam:40(37)
Level 8: Follow Up -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(11), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 10: Indomitable Will -- LkGmblr-Rchg+:40(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(33)
Level 14: Super Speed -- Zephyr-Travel:40(A), Zephyr-Travel/EndRdx:40(15)
Level 16: Rise to the Challenge -- HO:Golgi(A), Numna-Heal/EndRdx:50(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:40(43)
Level 18: Focus -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Acc/Rchg:50(39), Apoc-Dmg/EndRdx:50(40), Apoc-Dam%:50(40), EndRdx-I:40(46)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:40(34)
Level 22: Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(31), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 24: Combat Jumping -- LkGmblr-Def:40(A), LkGmblr-Rchg+:40(27)
Level 26: Eviscerate -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(31), Armgdn-Acc/Rchg:50(31), Armgdn-Dmg/EndRdx:50(40), Armgdn-Dam%:50(43), EndRdx-I:50(43)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/EndRdx/Rchg:40(29), LkGmblr-Def:40(29), LkGmblr-Rchg+:40(34)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Knock%:35(46)
Level 32: Tough -- HO:Ribo(A), HO:Ribo(33), GA-3defTpProc:40(36), S'fstPrt-ResDam/Def+:30(50)
Level 35: Weave -- HO:Cyto(A), LkGmblr-Def/EndRdx:40(36), LkGmblr-Rchg+:40(36)
Level 38: Stealth -- HO:Cyto(A), LkGmblr-Def/EndRdx:40(39), LkGmblr-Rchg+:40(39)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg:40(A), Enf'dOp-EndRdx/Immob:40(45), Enf'dOp-Acc/EndRdx:40(45), Enf'dOp-Acc/Immob/Rchg:40(45)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Strength of Will -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Quote:He would still be "tanking" - as in keeping the guys in check.But there's no point to this. Once upon a time, you suffered less penalty (i.e. could act sooner) but that was fixed. The duration during which you can not act is exactly the same whether you are hovering or not.
Well, I guess there could be a point if you're concerned about the lateral distance traveled. But I think most people are interested in the duration during which you are helpless and Hover does NOTHING to reduce that.
Mobs would stay put/taunted, no need to run back, collect mobs again etc.
I was just trying to pull more ideas