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Posts
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Joined
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Quote:What are you talking about? The OPer is asking for a farming build.Rage 1-2 slotted?!?! Are you mad?
That would be like keeping ht default slot in FootStomp and putting a knockback in it. Not only do the slots in Rage give you a nice place to slot +tohit sets but Double stacking Rage is too much fun not to have. Especially if you are building for +dam. The +ToHit should not be ignored ether as it is a very nice bonus and will keep your attacks on target.
Rage+Rage+Fiery Embrace is 10 seconds of pure damage goodness topped with 20 seconds of Blazing Aura+Consume topping. Yes, at 240% damage boost Consume does a nice chunk of damage. Not near FootStomp but enough to make me smile as my endurance bar fills.
If you like sitting on downtimer more often, you won't be farming as much.
Farming to me is about dealing steady damage over time that does enough to obliterate your enemies.
And after 150% To-Hit you are capped for your usual farm critters.
Assuming the OPer is aiming for i16 setting of *no bosses* (convert bosses to Lt's) and Lv 50 critters for a team-size of 8 players. -
Hello,
I hope this won't be considered necro posting (looks at last poster's timestamp).
Can I ask you what critters you're planning to farm?
I play a Fire/SS/Pyre for almost 2 years now and love her.
My farming territory is battlemaiden or the wall in Cimerora when it's free.
For the wall I need ~4 minutes (2 applications of Rage) for a full lap.
I never stack Rage, the downtimes can be annoying.
My tank has next to no defense, only Fire Shield + Tough running (Plasma Shield is off when I fight S/L critters).
Weave is just for the LotG 7.5% IO.
When I'm farming, I'm *riding the insps* (always eat the top 2 rows) while moving on.
I use KO Blow as the starting attack if there's a problematic minion (Surgeons for Cimerora).
Main attack style: Burn > Footstomp > Fire Ball ... add Haymaker + Fire Blast for Lt's
Consume is great when Hasten and Rage do crash around the same time.
It doesn't need many slots to be good. Can also be great in teams to pull aggro when Rage is down.
I have Fire Blast on my left mouse thump button, it's fast and can finish off runners (or when I'm too lazy to use Haymaker).
I really like what you did to Capt. Fusion, Defense is incredible and your build looks very much affordable (why *farm* for a farmer toon lol).
Still I put my focus on max damage output first. Maybe you can work in 1 or 2 damage PROCs on your Blazing Aura (at least get a 6th slot for IO Obliteration: Chance for Smashing).
Yes, others have said, drop positional defense Melee, but you want every chance for extra damage.
I think 6-slotted Obliteration is not a good choice for a maintained aura though (no need for high RECH, but need good END/sec).
Some powers are overslotted:
Rage can be done with 1-2 slots
Consume can work with 2-4 slots
Whereas your main attacks Footstomp and Fire Ball need better Endurance Reduction.
You kill too much END in no time as of now. Remember Rage and Hasten can backstab you at the wrong moment.
Okay posting my build since it wouldn't be fair if I only critic your build which I think overall is a great build for the sets and powers you have (I'm jealous at your Defense vs. S/L!).
Note: 1x Absolute Amazement in Boxing is *WIP*, I'm currently trying to add a 5-slots set mule into Boxing, just not sure where to cut slots.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Hmm ... someone tell me how to add a "open in Mid's" link to the datachunk please -
Asking this since I plan slotting the complete set Coercive Persuasion on my Illusion controller.
The set includes 'Contagious Confusion' PROC
GrantPower: Contagious Confusion (33% chance)
10 seconds Confused (Mag 3) to Target (33% chance, to Critters)
(taken from Mid's)
According to this thread:
I Thought Contagious Confusion Was Fixed? (US Forums) by 06/11/09
it was still working in such a way, that the hero's own pets would be affected by it as well.
Anyone got reliable info on this?
Thanks in advance -
[ QUOTE ]
For the german players it looks more like a bad joke. Because of this.
[/ QUOTE ]
This must have something to do with the German language files.
I'm playing the English game version, my updater is in German though.
When the final update for issue 15 was applied on my system, I got that problem as well:
The updater was stuck in a loop of scanning all files over and over. -
I'm getting small lags since Monday.
On mission maps, outdoors or even in my SG base.
It's enough to make using cone shape attacks extremely difficult.
Also it can be enough to not follow a mob even after hitting a bind key 'Follow', right after an attack I often hit 'Follow' again when I think I didn't before because my toon is not moving and thus cancel it.
This is on a DM scrapper. -
Oh yes .. my DM scrapper will totally stay out of Cim 8)
Same as my SR scrapper lol
I got other toons for that, RES based.
About that PvP IO .. I'm still not sure myself, could move the slot to to Dark Blast and put a mundane END RED IO.
What level and server is your scrapper?
I wanna see it vs Romans -
Hi,
First off disregard my comment about Phalanx Fighting being useless.
It's not showing up correctly in Mid's.
Actually it has a default bonus to DEF which I only figured by some research after reading this thread over and looking into Mid's. (Now I need a respec lol)
Base DEF (solo) for scrapper should be 2,25% (unenhanceable)
with the bonus from allies being affected by enhancements.
Dark Blast vs. Boxing:
If you feel Boxing is a good attack go for it.
You could probably even incorporate it into your attack chain with a 6th slot DMG IO.
Dark Blast is a ranged attack though.
I see why you want FA, it's nice to have the extra ACC and To-Hit, personally I couldn't justify the hefty END drain though.
[ QUOTE ]
So in your suggestion Im dropping 2 powers (hasten and phalanx fighting) and picking up 2. This how ever means taking dark EPP over body which means giving up a full set of gaussains and the 2.5% to all possitionals bonus.
[/ QUOTE ]
Keep Phalanx Fighting (reason see above)
6-slotted Lockdown in Petrifying Gaze for positional DEF and also damage bonus.
You mention your toon won't be for AV solo-ing.
Hasten is mostly for that IMO, Tight attack chain, Shield Charge and Soul Drain being up faster as well.
Keep Hasten if you go for max -RECH, I was just suggesting a way to have a solid attack chain that works w/o Hasten (Dark Blast for a filler).
My main reasons for not going Hasten is pretty much the clunkyness of managing 2 click powers every 2 minutes.
And 20 END drain can be a lot too.
[ QUOTE ]
You also suggest taking hover/maneuvers, any idea what else I should drop to pick one of those up? I cant see anything. If I picked up tactics I could still get the gausseins bonus but I cant fit it all in. Im playing with the build at the moment but I cant seem to get it over the soft cap.
[/ QUOTE ]
What power to drop?
I dropped Grant Cover on my DM/SD.
When I pick up Phalanx Fighting after a re-spec, there's not much need for both Hover and CJ anymore.
Since you got SJ you're good with just CJ, I went for the extra CJ since my toon got Fly as the main travel power.
[ QUOTE ]
Also I have yet to use hami-os in a build so I appreciate the advice about those.
[/ QUOTE ]
Expensive stuff.
[ QUOTE ]
Thanks for the advice, I will carry on playing with the build as I agree more resistance is always useful and if I can get it in and stay soft capped.
lol turns out that wasnt a quick question
[/ QUOTE ]
Looks like my ideas won't work for your scrapper, let me take another look at your build.
EDIT:
Here's my build, easier to see the differences (empty slot for the PvP IO +DEF)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
I have a huge base build... it is unique in feeling and look. It has corridors and effects no one has ever seen before. I would like to use this map/zone in my Mission Architect!
It can even go a step further and have the defences placed in the base active. That will make the map interactive and dangerous. Fill it up with my custom made mobs and it will be downright fantastic!
[/ QUOTE ]
/SIGNED
Fantastic idea, was having that exact same feeling when I was standing in my (empty!) base last night:
A small city district that could see some gang bang action. -
[ QUOTE ]
...
OR -
Hecatomb - ACC/RECH
Hecatomb - DMG/RECH
Hecatomb - ACC/DMG/RECH
Nucleous Expo - Acc/Dmg
Standard IO - HEAL
Standard IO - HEAL
ACC - 90.05%
DMG - 90.05%
HEAL - 83.32%
RECH - 89.93%
Beat those figues if you can :P
[/ QUOTE ]
Can't beat them but I need my END and ...
Hecatomb is better off in Midnight Grasp IMO, e.g.
Level 32: Midnight Grasp
(A) Hecatomb - Damage/Recharge: Level 50
(#) Hecatomb - Accuracy/Damage/Recharge: Level 50
(#) Hecatomb - Accuracy/Recharge: Level 50
(#) Hecatomb - Damage/Endurance: Level 50
(#) Hecatomb - Chance of Damage(Negative): Level 50
(#) Endurance Reduction IO: Level 50
Curently I'm running this:
Level 8: Siphon Life
(A) Crushing Impact - Damage/Endurance/Recharge: Level 50
(#) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
(#) Hecatomb - Damage: Level 50
(#) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(#) Touch of the Nictus - Accuracy/Healing: Level 50
(#) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
ACC - 66.25%
DMG - 89.93%
END - 60.95%
HEAL - 73.78%
RECH - 66.25%
Touch of the Nictus
(Siphon Life)
25,1 HP (1,87%) HitPoints
9% Enhancement(Accuracy)
Not better, actually it's mediocre but solves the issue with END drain and *no Hecatomb multi IOs*
I like what Col's suggested minus the Hecatomb.
Will play with his take and see if there's another way ... -
[ QUOTE ]
Here is my DM/SD build that I am about to spend lots of inf on. Before I blow silly amounts of inf ...
[/ QUOTE ]
First off, I see Boxing 5-slotted with Absolute Amazement.
That's what Fallen Prey got in his build.
I tell you it's a waste of slots when there's Dark Blast EPP for Apocalypse which is actually a useful power.
Other than this, I don't understand a couple things about all the DM/Shields builds I see floating around.
1) A click mezz protection that requires to be on AUTO, yet I see Hasten in the builds too, which would have to be on AUTO as well.
Problem:
Clunky to work with, 1 of them has to be fired off manually.
Solution:
Drop Hasten, get Maneuvers or Hover instead.
Hover to slot 2x Zephirs and a LotG
Use Dark Blast in the attack chain, it's totally en par DPS wise, why's nobody doing this!
2) People pick up Tough (11,3% RES vs. S/L unslotted), yet they never slot Deflection for RES (11,3% RES vs. S/L unslotted).
Problem:
Gimps your build. You WILL get hit by (mostly) S/L type of damage at some point no matter your *softcap*.
Solution:
Properly slot Deflection for DEF and RES, e.g.
Level 1: Deflection
(A) Luck of the Gambler - Defense/Endurance: Level 50
(#) Luck of the Gambler - Defense: Level 50
(#) Luck of the Gambler - Recharge Speed: Level 50
(#) Resist Damage IO: Level 50
(#) HamiO:Ribosome Exposure
(#) Steadfast Protection - Resistance/+Def 3%: Level 30
Results in +17,4% RES vs. S/L
Total RES vs. S/L together with Tough and One With The Shield:
+17,4% RES vs. S/L (Deflection)
+17,6% RES vs. S/L (Tough, Ribosome Exposure x3)
+33,7% RES vs. ALL (One With The Shield, 2x RES IO)
---
=68,7% RES vs. S/L for 2 minutes every 6 minutes.
Go for it!
3) Phalanx Fighting
Useless power, 8' radius is too small to make it work. -
I wanted to use them as legs for a *royal bed*, not as a light source of sorts (Decoration abuse
).
However thinking about it, if the root node position would be changed, it would reposition all items Torch (unlit) that are already placed in any supergroup bases.
Case closed, thread can be deleted! -
[ QUOTE ]
The truth is we don't know yet, IMO I feel its unlikely that players will be able to change sides in the normal zones. GR will feature a new city by all accounts and I suspect that players will chose a side from there and return to the existing zones...but who knows?
[/ QUOTE ]
Yes that makes sense.
Kinda easy to keep players out of a *super instance* that don't have the expansion unlocked.
So I take the new zones will have its own infrastructure to get around then.
Still - to be on the safe (and sane!) side, I'll reserve another TP room just in case.
[ QUOTE ]
With more zones coming up first thing we need is to be able to upgrade the teleporters. The bases get rather cluttered with teleport (rooms) as long as we can only bind two locations to a teleporter. If... If GR holds 6 new zones you will have to add 3 teleporters again.
I dont think the bases where meant as teleport bay only.
[/ QUOTE ]
Yep yep,freaking agreee!
Wouldn't hurt to have a TP room 6x6 for 12 teleport pads.
Tired of shuffling TP rooms around ...
And please more than 4 (main) Defensive items allowed! -
So whenever Going Rogue is about to go live, I just thought of unlocking the beacons *of the other side* should then be possible.
As far as I understand the nature of the expansion, our heroes and villains should be able to see the other half of the game.
What I don't know is the way how GR will handle factions.
Heroes and Villains only with a way to turn our coat from red to blue or vice versa?
Or does GR actually introduce a Rogue faction with no strict bonds to good or evil?
If this is the case, I'd guess SG bases should be able to house teleporters for the other zones as well.
Was just thinking if I'd reserve another TP room for GR before rebuilding half the base again. -
SG BASE EDITOR
Item > Lighting > Torch (unlit)
has the dummy node at a ridiculous low position.
Makes it impossible to place near the floor.
Please fix ASAP, thanks -
lol, just lol
So CO and CoX devs are handing game features over from Cryptic to Paragon Studios and back again, lovely.
Not entirely new concept with the tintable powers though.
But erm, that's not the *major graphics overhaul* we're expecting to see any soon, or?
Remember September 2009 guys ... -
Here's a build I once found
It's not mine so can't comment much on it.
Defense is pretty much softcapped, which is why I saved it.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Bladeslinger: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
------------
Level 1: Gambler's Cut Achilles-ResDeb%:20(A), Hectmb-Dmg/Rchg:50(3), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(5), Hectmb-Dmg/EndRdx:50(5), Hectmb-Dam%:50(7)
Level 1: High Pain Tolerance Numna-Heal/EndRdx:50(A), Numna-Heal:50(17), S'fstPrt-ResDam/Def+:30(17), Aegis-ResDam:50(19), Aegis-ResDam/EndRdx:50(27), Aegis-Psi/Status:50(34)
Level 2: Flashing Steel Erad-Dmg:30(A), Erad-Acc/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(9), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Erad-%Dam:30(11)
Level 4: Fast Healing Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(13), Numna-Heal:50(13)
Level 6: Build Up AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(15)
Level 8: Divine Avalanche Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(19), Mako-Dmg/Rchg:50(21), Mako-Acc/EndRdx/Rchg:50(21), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Dam%:50(23)
Level 10: Indomitable Will LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(43)
Level 12: Combat Jumping Winter-ResSlow:50(A), LkGmblr-Rchg+:50(37), Zephyr-Travel:50(42), Zephyr-Travel/EndRdx:50(45)
Level 14: Super Jump Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Rise to the Challenge Numna-Heal/EndRdx:50(A), Numna-Heal:50(25), Numna-Regen/Rcvry+:50(25), RgnTis-Regen+:30(31), Heal-I:50(37), Heal-I:50(48)
Level 18: The Lotus Drops Erad-Dmg:30(A), Erad-Acc/Rchg:30(27), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(29), Erad-%Dam:30(31), Erad-Acc/Dmg/EndRdx/Rchg:30(39)
Level 20: Quick Recovery P'Shift-EndMod:50(A), P'Shift-EndMod/Acc:50(33), P'Shift-End%:50(46)
Level 22: Mind Over Body Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(31), Aegis-ResDam/Rchg:50(33)
Level 24: Swift Run-I:50(A)
Level 26: Soaring Dragon Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(34), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(36), Mako-Dmg/Rchg:50(36), Mako-Dam%:50(36)
Level 28: Health Mrcl-Heal:40(A), Mrcl-Rcvry+:40(37)
Level 30: Stamina P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(33), P'Shift-EndMod:50(39)
Level 32: Golden Dragonfly Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Dmg/Rchg:50(42)
Level 35: Heightened Senses LkGmblr-Def:50(A), LkGmblr-Rchg+:50(42), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 38: Strength of Will Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/Rchg:50(43)
Level 41: Boxing Acc-I:50(A)
Level 44: Tough Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(45), Aegis-ResDam/Rchg:50(45)
Level 47: Weave LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Maneuvers LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint ULeap-Stlth:50(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:
8% DamageBuff(Smashing)
8% DamageBuff(Lethal)
8% DamageBuff(Fire)
8% DamageBuff(Cold)
8% DamageBuff(Energy)
8% DamageBuff(Negative)
8% DamageBuff(Toxic)
8% DamageBuff(Psionic)
3% Defense(Smashing)
3% Defense(Lethal)
18,6% Defense(Fire)
18,6% Defense(Cold)
19,3% Defense(Energy)
19,3% Defense(Negative)
3% Defense(Psionic)
3% Defense(Melee)
21,4% Defense(Ranged)
15,5% Defense(AoE)
5,4% Max End
47,5% Enhancement(RechargeTime)
33% Enhancement(Accuracy)
10% FlySpeed
276,1 HP (20,6%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Held) 6,6%
MezResist(Immobilize) 6,6%
6,5% (0,11 End/sec) Recovery
76% (4,25 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
2,52% Resistance(Fire)
2,52% Resistance(Cold)
2,25% Resistance(Psionic)
30% RunSpeed
4% XPDebtProtection
| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
IMO adding a second floor to bases would increase the creativity and help inspire people
[/ QUOTE ]
I second that idea.
Using the height segments of a room square individually and it could almost work like this.
What I mean is fill a room square with e.g. the 2 floor segments and the middle block but not the 2 ceiling blocks and we get a very low ceiling room using the low ceiling for the floor.
Not sure if this was possible with the old magic doorways trick that disabled the pathing rule and let allow us to have multiple adjacent doorways.
[ QUOTE ]
[ QUOTE ]
Bases will never be raidable again after they dropped the blocking/pathing rules.
[/ QUOTE ]
They did say originally that when they re-enabled base raids the restriction on objects and pathing would come back too, but only for those people who wanted to do base raids.
[/ QUOTE ]
I take back what I said then.
[ QUOTE ]
IMO what the devs should do is look at those most impressive bases that use things like safes and damper fields and such like to see what we do with objects and add/change objects to make the whole process easier and more fun. Which in turn will stimulate the creative juices in many players.
[/ QUOTE ]
It would also help greatly to add just a simple function that lets us raise/lower objects like for example SHIFT + left mouse.
Locking items in place to prevent them from being moved/rotated/deleted by accident would also help.
This would be my idea to make the whole process easier and more fun.
[ QUOTE ]
I also think adding an account level base, housing if you will, using Inf for currency rather than prestige should be looked at. Then even those of us who cannot edit their base due to not being able to edit their SGs base get to use a great system.
[/ QUOTE ]
Yes, many players are starting a private SG just for the same reason (or to have a safe personal storage) which in turn excludes some or all of their toons from a real SG.
A decoration only housing system would be great for RPers as well. -
I would go so far as to start petition to get the full developers' level design kit for base editing.
If not for full room/ terrain editing, at least all placeables emitters and light sources should be available.
Fog layer should be editable as well.
Level design in CoX is just no fun when you're used to far superior toolkits from other applications.
As an immidiate and consequent follow-up at least have doorways a normal room behavior as in that we can have floor and ceiling trims and styles, lighting and placeable objects.
Bases will never be raidable again after they dropped the blocking/pathing rules.
Which most certainly rules out a comeback of CoP trail as well, unless they make it a non-PvP requirement. -
[ QUOTE ]
It's great, but two questions;
1 : What does the designer of that room do with the 10 minutes they have each day that AREN'T spent on designing a CoH base room ?
and 2 : Why on earth is there a photocopier by a pool? Health and safety anyone?!
Fahie
[/ QUOTE ]
Hmm ..
1: Playtesting a CoH base room of course!
2: Rare fetish for photocopiers.
The hero probably has to hug it before taking a swim.
Or maybe sit on it after swimming and doing a photocopy
Hmm or it's not a photocopier at all? You heard of the limitations of placeable items in the base editor.
It's probably a barbeque grill or solarium.
Whatever it's doing there, it looks off. A palm tree or yukka or 3000 year old bonsai would look better.
Oh ehm Bruce, hope you didn't scrap your 700 desks.
Would make me feel bad.
It's mostly the many small lamps that make the apartments room look great. Proper lighting can make huge difference. -
700 lol .. reminds me of this one:
Apartments -
For 2 storey rooms, use the Floor Tile (Room Details) to put stuff on.
Floor Safe (4 units high, same as 1 floor level) or
Counters (3 units high)
work as for a base to raise the floor tile.
You can self-stack the safe or counters once you have placed it, just move it on itself.
If you need height levels other than multiples of 3 or 4, you can use Large Accent Lamp, than slowly drag the floor tile up along the lamp. (Camera pitched down about 45°)
The good thing about the floor tile is you can delete your base stack of counters or safes after putting it.
Most items in a stack can't be deleted once there's something on top of it. Floor tile is an exception here. -
[ QUOTE ]
Buy the biggest plot size - if you haven't already - then try and work out how to fill it
[/ QUOTE ]
On a sidenote, the cost in Prestige for 12x16, 16x16, 16x20 and 20x20 is the same for Hidden or the equivalent Secure plot.
The main difference is that the Secure version allows for 2 Power and 2 Control entities.
Hence a Secure plot would allow to place i.e. 2 Ley Taps/Turbine Generators for a total of 10,000 Energy instead of 5,000 as for a Hidden plot, excluding any Aux items here since they don't add much.
You can always upgrade a Hidden plot with a Secure plot of the same size without rebuilding anything. -
Hi Bruce thanks for the fast reply!
Yes, it's possible to float the Slow Field which adds a nice distortion to anything beneath it and the borders of raised floor next to it, though the "Dingy 2" floor stays transparent.
And that's what I want and actually further exploit this effect.
The grey field you see on the linked picture is the grey "lightbox" that works as the background for the base editor.
This is normally not visible when you enter a base in normal game mode.
What I want to accomplish is to change the colour of the lightbox into black.
I'm building on Union, my test base is on Defiant though.
When my current base is done (or 99% done lol), I'll let you know and probably post pictures and some ideas here as well.
It's a huge plot, already 5 days into it and still scrapping and rebuilding everything, probably in 2 or 3 weeks it's open for public lol -
Placing a Slow Field on a "Dingy 2" floor adds a punchthrough effect showing only the grey background colour.
This alone is nothing spectacular, however if someone would know how to edit the background colour, that would make me very very happy!
I believe the background colour is also responsible for the reflective/shiny effect on many floor, wall and ceiling textures, so changing that would probably add further options.
If there's no way to change the grey BG colour ...
Well, I need pitch black floor, anyone know how it's done?
(Not looking for "all sliders to black on a dark texture") -
[ QUOTE ]
(the bubble animation is borked, it only works when you first place it)
[/ QUOTE ]
Just a quick note
If you want the effect to show up again after moving the item at least once, you can do this:
Move the Force Field item into another room that can hold Defence items (now you should see the effect again).
Now move it back into the original room and place it without further repositioning.
This seems to work most of the time but not always.