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Posts
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Quote:I use Burn on my Fire/SS tank, quite a lot so.So there is no IO alternative or another alternative to Combat Jumping in my case ?
If your Secondary can "nail" critters, Burn can add a significant amount of damage.
And it's great to melt static (mission) objects, Rikti portals/drones, Malta gun bots or AVs.
Erm, okay no Burn, no CJ .. guess you could teleport your way out of Immob haha, well it's half joking, you know, since I don't know your travel powers.
I guess you're thinking of IO set bonuses for Immob Protection
Last time I checked *all* IO sets I couldn't find anything that grants Immob protection, just resistance (which cuts down the total duration of being mezzed).
For example:
Reactive Armor (2): MezResist(Immobilization) 1,1%
This means a 10,0 seconds Immob would be over after 9,89 seconds instead.
Pretty much useless if you ask me.
Even 5 sets of Reactive Armor wouldn't help enough here.
Quote:So it is simply the more KB IOs I have the greater my KB protection will be ?
For example 2x "Steadfast Protection Knockback Protection IO" can be used in 1 build, but 2 different powers.
Or 1x "Steadfast Protection Knockback Protection IO" in e.g. Tough, 1x "Karma Knockback Protection IO" in CJ/Hover and 1x "Blessing of the Zephir Knockback Protection IO" in Super Jump. -
Immob Protection:
Outside of Burn I think best way is still Combat Jumping (Immob Mag -10,7).
KB Protection:
For Fly'ers I'd say keep Hover on an extra mouse button or ALT/CTRL key. Your toon will just do a spin in the air (but can't do anything else like attacking).
Invention set KB Protection:
Karma and Steadfast might be *cheapest* but still won't go for 2M or less (I might be wrong, recipe prices have nose-dived since issue 16 for a lot goodies).
Mag 4 KB protection is not much in the long run though, it's enough for the usual brawls though.
2x Mag 4 is better (Mag 8 KB prot).
Some AVs/GMs, FakeNemesis' staff attack (for bosses your level and higher) and Rikti pylon will still beat that (need 11-12 pts KB protection here).
You can have 2 builds for a single toon btw, in case you don't know, see a trainer and there you can ask to Change/Rename your build.
Both need individual enhancements and a respec will only change 1 build.
Both builds will have the same XP (you don't need to earn extra XP for your 2nd build).
This can be handy if you like to try out powers or like an easy level up build without burning respecs. For example you could just get CJ and Acrobatics on 1 build and later decide where to go after you leveled up a bit (and have more Inf). -
I love my Claws/, grats on rolling one!
Werner has covered everything, I just add what springs to my mind.
Get your HPs towards the scrapper cap.
Everything in Regeneration gets better with more total HPs.
Dull Pain being "always on" is nice.
I have DP on auto for my Kat/Regen (no Hasten on her).
On the other hand I have Hasten on auto for my Claws/WP (no DP on her, sort of "build-in" with HPT).
On Claws/Regen you probably want Hasten on auto and then click DP when it's ready (or needed, yes it's a nice heal and has also Toxic RES build-in).
If you had to skip 2 powers in Regen, Revive first and Resilience second, but Resilience might be good if you plan to PvP or fighting extreme mezzers like Carnies.
Claws "IMO" is the mother of the fury concept in that you can stack up multiples of Follow Up for an increasing damage and To-Hit buff which you can maintain only by constantly attacking.
So Follow Up is probably your "key attack", I'd say ACC and RECH first, DAM and END second (later you can try to focus on DAM and END too here).
My Claws/WP has no Fitness pool, with Physical Perfection you can get around the same numbers for Recovery (check out this thread: http://boards.cityofheroes.com/showthread.php?t=194955).
Attack Chain for Claws:
For AVs I'm running 2 alternating sequences because of a slightly too long recharge in Eviscerate.
(Follow Up > Focus > Slash > Swipe) > (Follow Up > Focus > Eviscerate) repeat
Replace Swipe with Strike or go with Bill's attack chain if you don't plan on superfast recharge (Followup, Slash, Focus, Eviscerate ... http://boards.cityofheroes.com/showthread.php?t=196838)
As a mitigation tool for nasty alpha strikes there's Shockwave.
I've rescpec'd it out some time ago on my Claws/WP but it's probably handy for a /Regen as an opener move.
If you plan to IO out your toon later on, extra defense - while it's good to have - takes a lot of planning on Claws/Regen.
Good luck and have fun scrapping -
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Quote:Is that the reason for the lack of Hamidon raids on Union?Think that more than 2 teams in 1 zone cause bad lag and crashing.
For how many people are EU Servers designed?
... (snipped)
I yet have to experience one myself, been on a few Rikti MS raids that usually had 4-5 teams, maybe 50 players in total at peak times. And yes there's usually "powers lag" going on then. It's still fun though. (the raids not the lag) -
Quote:TY TY TY! You have a new fan, Rep's up!Right click the shortcut for the game.
In the Target: box, add this to the end (without the quotes - the space and hyphen are important):
" -maxfps 60"
-- if you installed to the default location, that would make the Target: box look like this:
"C:\Program Files\City of Heroes\CohUpdater.exe" -maxfps 60 -
I have overheating problems, I think.
PC is booting mostly when I enter a mission or zone.
GPU temp is around 40-45°C before I click on a door.
Then the framerate jumps to 500-1500 FPS during loading (1500!!??)
Temperature is climbing to 50-65°C
I've put my fans on more spins now (EVGA Precision) but the sudden jumps in FPS and the loading toegther seems too much. PC turns off, sometimes won't even reboot.
Happens on maps too now. It started a few days ago, was playing the game for months np.
Everything's defragged, undusted, cables checked. So here's my plan:
I want to limit FPS to 60 for all situations in game (loading, idle, small and large zones). How can I do this?
Thanks in advance
XP SP2, 3GB RAM
Intel Duo Core E8400 3.00 GHz
Nvidia 9800 GT
Game on medium to high settings (no Bloom, AA or DoF) -
Here's my take on a change for AR/, it's very unrealistic in terms of balance and implementation though.
Idea:
Let the player (of Assault Rifle powerset) buy multiples of the same power.
For instance if I'd want a "pure" sniper build, I would be able to get Sniper Rifle at lv 12 and 2 more times (for example at lv 18 and 26).
Doing so would lock out Flamethrower for the 1st instance of Sniper Rifle and Ignite for the 2nd one.
Each of these iterations would have to be slotted individually and in general follow the rules as if they were different powers (and also would be on individual timers).
I got this idea when I wanted to roll a sniper build and couldn't find enough snipe moves.
It's just an idea, not a serious suggestion. -
Thanks for all the replies
Oh my, I totally forgot about the adjustments to Energy Transfer and Total Focus animation and recharge times.
I once had a Ice Armor/EM tanker when I still had a grudge with all stalkers, but it got deleted a long time ago.
EM seems to be neither good at AoE or a good single target attack cycle now.
I have a 50 Invul/Fire and a 44 DA/Fire and was about to remake the DA/Fire into DA/EM since I don't like having the same powerset on multiple toons.
Now I'll look into DA/Stone Melee.
Positional Defense could be brought to around +40iesh % (Melee bit less, AoE bit more) for a medium budget build (under 1B inf going by the current low "2XP" aftershock prices).
That would be without a travel power though and no Hasten (Hasten END crash won't be doing much good either).
So there's high defense, decent RES, close melee AoE stun and a heal (slotted more for ACC and END).
If that's still manageable with /Stone Melee, I'd be set! (Still getting Quick Sands and Stalagmites to double up on Stuns) -
Just looking for any feedback from experienced tankers, those who played them and kept or deleted them.
Pro's, Con's, possible build and slotting suggestions. Also what's your prefered Travel power(s) for this?
Idea is Oppressive Gloom and Whirling Hands stacking up Stun power nicely.
I'd opt into Quick Sand from epics to slow down any stunned mobs.
However there's that END problem for Dark Armor and then Oppressive / Energy Transfer with the -HP self applications.
EM attacks aren't particularly easy on END drain either.
Can this be overcome with a lot END RED slotting and extra HP/regen respectively?
Lastly should I just look into Oppressive + Stalagmites (on high recharge) and go for a different secondary?
Thanks in advance -
Has anyone managed to get some immob ability going for their Illu/Storm?
All I can see is using a proc Razzle Dazzle in Tornado but that won't help much on AV fights I guess.
Anything else I'm missing here? -
Quote:I've tried it a couple times now on my lv 50 Illu/Stormie and failed miserably.The nerf to pets where recharge doesn't affect them any more substantially hurt the damage output of Lightning Storm. Storm doesn't have any -Regen, and with that reduction, the amount of damage you can do may not be enough to overcome an AV's regen. Tornado has a constant damage output, but that's probably not enough.
But, I haven't tried it myself.
As if the recharge *adjustment* wasn't enough, LS also has a Fear MAG 50 component.
Together with Tornado's Fear MAG 10 that's a lot Fear.
Now have 2 or 3 LS and Tornados out and you send every AV/GM packing.
I don't even mention spooky here, although his To-Hit debuff would come in handy, it's just too much.
I've tried a lot but so far everything big starts to run quickly (out of LS range and Freezing Rain patch).
To me the entire /Storm set has lost its appeal and I'm currently looking into rebuilding as Illu/???, but not /Rad, I simply don't like Rad. -
Got a few questions about slotting
Invention IO enhancements
3 damage procs and then ...
or
2 damage procs, 2 damage IOs and 2 recharge IOs maybe?
Hami-O's
Would a Peroxisome HO make any sense? (+damage, +mezz, +res???)
Does a Microfilament HO with the 3 travel speed enhancing components help with -run, -fly of the creeper patch? Any sense to slot for this at all?
*frankenslotting*
Level 26: Carrion Creepers
(A) Ragnarok - Damage/Recharge: Level 50
(27) Ragnarok - Damage/Endurance: Level 50
(27) Positron's Blast - Damage/Recharge: Level 50
(29) Positron's Blast - Chance of Damage(Energy): Level 50
(29) Trap of the Hunter - Chance of Damage(Lethal): Level 30
(31) Empty
Last slot (Empty) could be Kinetic Crash - Recharge/Endurance
This slotting only if Creeper is auto-hit and can be *stacked*, Recharge is around 95 seconds, otherwise I'd go for ACC or a 3rd damage proc.
Is slotting for Acc doing anything or is it auto-hitting stuff?
Does it make any sense to further slot for -RECH when it's already *perma* as in <120 sec recharge?
Or let me ask if I could have 2 of those creeper pets out at one time?
It's for a Plants/Kin
Still not sure but if ACC is needed how about this? (global Acc bonus is +70% if that matters, it will be for lv 50 Min's and Lt's only)
Level 26: Carrion Creepers
(A) Ragnarok - Damage/Recharge: Level 50
(27) Ragnarok - Accuracy/Damage/Recharge: Level 50
(27) Positron's Blast - Damage/Recharge: Level 50
(29) Positron's Blast - Chance of Damage(Energy): Level 50
(29) Trap of the Hunter - Chance of Damage(Lethal): Level 30
(31) Explosive Strike - Chance for Smashing Damage: Level 20
Accuracy: 26,5%
Damage: 84,5%
Recharge: 84,5% -
Fly and Hover - all my tanks have it - have a boatload of advantages for tanking:
- Tactical advantage, easy to find glowies, hostages etc on outdoor maps
- Mobs can't switch to melee if you don't want them to, most ranged attacks are weaker than their melee powers
- Can be used for a vertical range pull, e.g. when a map is packed with spawns (too much to handle for aggro cap)
- Can tank witches, Nightstar
- Can stay out of AVs' AoE range for example Arakhn or Ghost Widow won't be able to get their PBAoE heal targetted on you
- Can stay out of Carnies' END drain AoE
- Tyrant and the lava pool
- Shadow Shard
These are just a few examples but you get the idea.
For normal tanking Fly/Hover has no advantage and Fly has a terrible inertia when fully slotted and before lv 45-50.
For low ceiling maps, e.g. tech labs I prefer SS over Fly over SJ.
edit:
Can have mobs targetted AoEs (on you) not hit anyone else around!
Oh and yeah, Fly good for chatting -
Quote:I'm going to do that on the alternative build for my toon.Well the nice thing about it is if you are teamed and start to run low on end you can always just slow or stop attacking for a bit (let your PA, Phantasm, and Tornado do the work for a bit), ask for blue and very likely, especially on many RO teams, have one or more teammates who have a +recovery powers and when not teamed but solo then well you can selectively turn off leadership toggles as needed.
In fact the leadership toggles in a team setting are a bargain in terms of end cost and efficiency when compared to using Blind, Deceive and Spectral Wounds as an attack chain. Running Steamy Mist (0.30), Assault (0.27), Tactics (0.22) and Maneuvers (0.39) costs a total of 1.18 end/sec. Now take a peek at any of those 3 attacks and compare its end/sec costs.
Sounds like a plan for teams when a tank is around.
With a tank on a team I only use PA to deal with extra aggro anyway and certainly won't need them around 99% of the time.
For my current high recharge build I don't use Blind, Deceive and Spectral Wounds as an attack chain anymore, not at level 50 anyway.
What I do is, float above spawns, (leading in or casting a new PA) then Spooky, Freezing .. and LS. Then just hover and enjoy the chaos, check for runners and make those head back to *the herd* (confuse). END is always back before the fight is over. -
Thanks a lot, I must be blind!
Actually I didn't run the mission "Black Shroud Dimension" which is its own mission/flashback.
I got the Shrouded badge on another mission, to which I was referring to: "Rescue people from their shadows" http://paragonwiki.com/wiki/Maria_Je..._their_shadows
I'm very sorry, and thanks a lot to the people who work hard on the information stuff! -
I have a problem with that badge too.
Badge status is at 12 (92,31%) of 13 completed!
I've run both Maria Jenkins and Tina McIntyre 2 times now. (1x normal, 1x flashbacks)
Black Swan was sort of "hidden" on a rescue the prisoner mission.
That leaves me with Nightstar.
I've done the *Shrouded* mission 2 times now (Rescue 9 "Terrified Citizens") but that's not the mission with Nighstar or is it?
Pretty sure I checked every spot and the rooftops as well.
So where is Nightstar? Not on a story arc/flashback?
Then I checked Red Tomax/CoH Titan and Paragon Wiki and the story arc descriptions seem to be out of date.
Could anyone update the mission info on Red Tomax/CoH Titan/Paragon Wiki or post a link to updated mission info? -
Quote:Yes the old base salvage loot was removed a few issues ago.My question is this: Whatever happened to base salvage items? AS in, the stuff you used a workbench to make other things? I've been running missions on my now-40 Tanker for a week, and haven't seen one single piece drop. (I have, however, got the Invention salvage drops and recipes as normal.) Was this something that got turned off while I was away from the game? Or is there a setting that I didn't have activated? I'm confused... (not hard to do, really, but still...)
Check a crafting table and look up the *Convert* tab (expand it).
There you will see tabs in bold white text for the base salvage you can convert.
You get 1 "Brainstorming Idea" for each base salvage converted.
Use them for whatever invention salvage *random roll* you like.
Personally I'd go for random rare salvage (unspecified which means either arcane or tech). -
Was thinking about Leadership again and it's probably not such a bad idea.
Maneuvers in particular since that and Steamy Mist together help your team and phanta man.
Tactics is skippable if you use Freezing Rain.
All 3 toggles from Leadership plus Steamy Mist would eat too much END. -
Quote:What server are you playing? On my server (Union) we have a global channel for badge-hunting.Hey, with the new reduced requirements of Illusionist, im trying to farm it on my Mace Brute so I can have the hammer, But I dont know how to spawn some Master Illusionists. How many people do I need on a team to spawn them? And whats the best way to find said Enemy to farm?
Just ask in a global channel and chances are others want the same badge and you can get a team going. That's safer, faster and more fun.
Now that all of the master illusionist's pets count for the badge, it's going even faster when they spawn fluffy and the energy blaster dude (can't touch his decoy clone though).
And yes, you only need to get in 1 tick of damage before they fade out / despawn. -
Illu/Stormie is definitely incredible, very much fun to play
I found Hover and Fly are good choices for a /Stormie since you have good 3D positioning.
Usually I position my toon above FR'd mobs (Freezing Rain) before I hit Lightning Storm.
Basically that's the same that I'd do as a Energy/ Torrent blaster, the knockback distance gets buffered and turned into a knockdown.
I rarely turn off Fly, my toon is either flying or hovering (it's a winged djinni. why shouldn't it fly at any time).
Superior Invis or Hasten + any other invis/stealth is a good way to get past mobs and have your phantoms run into them if they're still good for another fight.
Hurricane is situational yes, but when exemplared down (for TFs or whatever) it's often a life saver.
Today I was on a team to get the safeguard badges on lv 10-20 missions and on the bank map and indoor side missions it was awesome to guard doors from ambushes or protect team mates behind corners. Also useful for AV fights, the radius is extremely large, you can stay outside the AV's AoE zone and still debuff their to-hit.
I just picked up Thunderclap again since I changed to Stone Mastery APP.
Fissure+Thunder Clap is not the fastest combo but it works and it's pretty much back for every new group. MAG 2+2 stun AoE (15' radius only for Fissure, use this closer to Lt's and bosses)
Even without Fissure, you still get minions stunned with Thunder alone.
So as for Stone Mastery there's Fissure and then there's Seismic Smash which is a very awesome single target attack with a MAG 4 stun (stuns bosses in 1 hit). Deals quite a lot damage, double if you have set up containment.
Tornado is something you probably want to try and then quickly respec out of it ..
It's a pet that moves at about sprint speed and goes for random targets to knock them around. It can even knock guys close to another spawn and aggro a lot of guys who will then go for you.
Tornado can also fear mobs but for that you have Spooky.
Tornado does a good job on stationary targets like Malta gun turrets for example. Or if you're fighting AVs or cornered mobs.
If in doubt, don't use Tornado.
Ranged Defense is great to have when you open with Spectral Terror, then Freezing Rain.
Or when you forget about a deceived mob who got feared, ran away, turned back to normal and now goes for you.
For very hard situations you can fall back on Hurricane which debuffs to-hit and keeps guys away from melee. Together with a decent ranged defense it will get the job done.
I don't quite understand the need for Leadership powers though.
Illu/Storm is too tight for that if you want to play its own powersets in all aspects, but if it's required for your SG hmm ...
Then I'd second what Local Man says:
Skip Flash
Skip Group Invis (but keep/take Steamy Mist)
Skip Super Invis if you have Super Speed
Skip Thunderclap if you won't get Fissure (Stone Mastery epic)
Skip Tornado if you/your SG don't like mobs getting flung around and potentially pulling unnecessary aggro
I can post my build here but it's not what you're looking for.
Maybe you find some of the slotting on my build useful though.
My primary goal was to have Phantom Army out as much as possible, then to get moderate ranged defense (+38% when I switch from Fly to Hover).
Took almost a year to level, build, learn to play, respec 2 times and ofc get the IOs.
If you like ranged defense:
Thunderstrike, Stupefy, Zephir's and the purple confuse set all add quite some bonus.
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Umari: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Spectral Wounds -- Acc/Dmg(A), Dmg/EndRdx(3), Acc/Dmg/EndRdx(3), Dmg/EndRdx/Rchg(46)
Level 1: Gale -- Empty(A)
Level 2: Blind -- Acc/Hold(A), Acc/Rchg(9), EndRdx/Rchg/Hold(9), Acc/EndRdx/Rchg/Hold(11)
Level 4: Deceive -- Conf(A), Conf/Rchg(5), Acc/Conf/Rchg(5), Acc/Rchg(7), Conf/EndRdx(7), Conf%(40)
Level 6: Swift -- Run-I(A)
Level 8: Superior Invisibility -- Rchg+(A), HO:Cyto(13), HO:Cyto(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Hover -- Rchg+(A), Travel/EndRdx(15), ResKB(36)
Level 14: Fly -- Travel(A), Travel/EndRdx(15)
Level 16: Freezing Rain -- ResDeb%(A), DefDeb/Rchg/EndRdx(17), Rchg/EndRdx(17), %Dam(25), Dam%(31)
Level 18: Phantom Army -- Acc/Rchg(A), Dmg/EndRdx(19), Acc/Dmg/Rchg(19), EndRdx/Dmg/Rchg(21), Dmg/Rchg(21), Acc/Rchg(36)
Level 20: Health -- Rcvry+(A), Regen/Rcvry+(50)
Level 22: Stamina -- EndMod-I(A), EndMod(23), End%(23)
Level 24: Hurricane -- ToHitdeb/Rchg/EndRdx(A), Rchg/EndRdx(25), ToHitDeb/EndRdx(50), Slow%(50)
Level 26: Spectral Terror -- Acc/Rchg(A), EndRdx/Fear(27), Acc/EndRdx(27), Acc/Fear/Rchg(29), Dam%(29)
Level 28: Thunder Clap -- Acc/Rchg(A), EndRdx/Stun(31), Acc/EndRdx(31), Stun/Rng(34), Acc/Stun/Rchg(43), KB%(43)
Level 30: Steamy Mist -- Rchg+(A), ResDam/Def+(46)
Level 32: Phantasm -- Acc/Rchg(A), Acc/Dmg(33), Dmg/EndRdx(33), Acc/Dmg/Rchg(33), EndRdx/Dmg/Rchg(34), +Res(Pets)(34)
Level 35: Tornado -- Acc/Dmg(A), Dmg/EndRdx(36), Acc/Dmg/Rchg(37), EndRdx/Dmg/Rchg(37), ResDeb%(37), %Dam(48)
Level 38: Lightning Storm -- Dmg/Rchg(A), Acc/Dmg/Rchg(39), Acc/Rchg(39), Dmg/EndRdx(39), Dam%(40), EndRdx-I(40)
Level 41: Fissure -- Stun/Rchg(A), Acc/Stun/Rchg(42), Acc/Rchg(42), EndRdx/Stun(42), ToHitDeb%(43)
Level 44: Seismic Smash -- Dmg/Rchg(A), Acc/Dmg/Rchg(45), Acc/Rchg(45), Dmg/EndRdx(45), Dam%(46)
Level 47: Combat Jumping -- Rchg+(A), Travel/EndRdx(48), ResKB(48)
Level 49: Group Invisibility -- Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Friday 2/Oct/2009, 18:50 GMT+1
Shard (Union) has a green light on the server list in my launcher.
When I click on it, the program does not respond. Tried 3 times, had to kill the process in task manager.
Was working okay before.
edit:
Now I got a **Lost connection to dbserver** message.
Then tried again and got to my characters ... weird -
From what I can tell, the double sound is intended.
Sound emitter A is placed where your character stands while they use the power
Sound emitter B is centered on the target when the power is applied
Not 100% sure, I have to test this a bit more, but I think it's a good idea since you will hear when someone on your team is using powers on mobs close to you as a meleer with your team mates standing back. -
On Union (EU) shard it says Online Store is currently not available as of today Wednesday, Sept/30th.
With no free slots left, if I'd now delete a toon to make room, would I run into the same issue like last Friday when the vet and bonus slots appeared as locked?
Thanks in advance -
This is what I could come up with for a hybrid build (out of Granite - in Granite)
Some problems ...
no Epic pool powers
no Hasten
no Fly (I need the Veteran badge to pick Fly instead of Hover)
Can't even get close to soft-cap Fire/Cold Defense outside of Granite
Can't cap Energy/Negative Res in Granite (have to go through all sets/bonuses again, like to cap Energy Res for STF)
Comments, critique, suggestions very welcome
Hero Plan by Mids' Hero Designer 1,601
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Diamond Sky - hybrid (WIP): Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fighting
Hero Profile:
Level 1: Rock Armor
Level 1: Charged Brawl
Level 2: Earth's Embrace
Level 4: Stone Skin
Level 6: Swift
Level 8: Rooted
Level 10: Taunt
Level 12: Teleport Foe
Level 14: Teleport
Level 16: Thunder Strike
Level 18: Health
Level 20: Stamina
Level 22: Mud Pots
Level 24: Brimstone Armor
Level 26: Crystal Armor
Level 28: Chain Induction
Level 30: Hover
Level 32: Granite Armor
Level 35: Boxing
Level 38: Lightning Rod
Level 41: Tough
Level 44: Weave
Level 47: Build Up
Level 49: Minerals
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Level 1: Brawl
Level 1: Sprint
Level 2: Rest
Level 1: Gauntlet
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