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Posts
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Joined
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Please fix this. Apparently there's a wonderful new world we can start toons in but many of us can't get anywhere near it. Any chance of a 'we're aware of the problem' announcement?
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Fix the online store now!
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Hi All,
I've recently discovered the joy of SMASH and have been enjoying my claws/wp whirling death machine. I am however a raging altoholic and want to roll another brute to experience another flavour of SMASH.
I'm fancying mace as a primary as it fits the concept well enough and I've heard good things about it since it got buffed. Secondary wise I'm a bit torn between fire and elec (looks and am bored with def sets). I understand elec is generally viewed as the better set but also there is some mention of fire getting a polish with the buff cloth (in the 'Castle sez oh noes shield bash is teh broken' thread).
Without knowing what or when a buff is likely to be I guess the sensible thing is to look at what they are like now. Would I regret fire? Does mace have enough mitigation to cover for the holes? How much better is elec? I'm not looking to tank for a team - just want to be able to crank the mobs up solo and go to town with aoe.
I should also mention that I'm broke on redside but I guess that's not going to matter in a month or so. Also performance all the way through is important - if it's not fun at pretty much all levels it'll end up shelved.
Thanks in advance for any advice you can give me. -
It wasn't just requesting to be updated - it actually was using the previous database version. Anyway fixed now - thanks for replies, hopefully this can help someone with the same issue (make absolutely sure the program is running as administrator when you use it not just when installing it).
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Always the way - work it out just after you post asking for help ... The program always needs to be run as administrator. I guess the old version is being stored under the generic profile ... I've set it to always run as administrator and it's fine now
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Ok I'm losing it here. I'm trying to update mids to the latest version on vista (for my sins). I'm uninstalling the old version and reinstalling from a freshly downloaded file, when the install completes if i leave the auto launch ticked it boots up properly with the i17 database version. However if i close it down and load again it re-appears with the i16 database version ...
I've even tried uninstalling and manually deleting every left over file and folder. Also searched my hard drive for every file with "mids" in it and deleted them all. Tried rebooting after this delete. It still restores to i16 every *&^%$£ing time. Oh and I'm running everything as administrator.
WTH?!! -
Also on windows 7, aero theme (not sure if it's disabling in the background or not), 5850 with latest drivers and i've made sure all the compatibility mode stuff is correct ... Can't alt-tab or windows key ...
I also have dual monitors ... Oh and i'm on a normal install rather than steam. -
Hi All,
Thanks for the responses. I'm still very undecided whether to go ahead with an upgrade or not but have been pointed in the direction of this http://www.maximumpc.com/article/fea...647?page=0%2C0 which has some very useful info. I've been pricing it up in pounds (with minor tweaks such as not needing a case and some slightly upgraded parts to make it quiet) and it's going to be around £500.
All in all sounds like very good value. Now all I have to work out is if CoH is worth it! -
Sorry didn't make that quite clear. The mobo is as antiquated as the rest of it - AGP slot only for graphics. I think it would take a ram upgrade to 4GB but to be honest I'm pretty resigned to the idea that any upgrade is going to involve replacing the mobo and everything on it. The only things I'd be looking to re-use are the case, monitor, hard drive (if poss - it's newer than the rest of it) and peripherals.
This is a the problem I have really. I can't see a way of doing a cheap upgrade, it's a new system to play coh on or nothing. -
Hi All,
I have a real dilemma and would appreciate any opinions or advice you could give me. My pc is showing it's age a little (ok a lot: AMD Athlon 2.2GHz, 2GB ram, 6800GT AGP, Win XP etc) ... *Pauses for the laughter to die down* ... and I have to admit I'm a little frustrated with it's performance.
No brainer to upgade right? Well the real issue is that the only thing I use it for is playing CoH. I have a laptop that runs rings round it that I use for pretty much everything else and all my other gaming is done on consoles. I only play the one MMO (how the hell do people find the time?!) and I do love it dearly, and would really like to make it look good in particular with the graphics update coming, but can it be done at a justifiable price?
I have an antec sonata ii case that I'd like to re-use if possible (if up to date components will fit in it) but my current power supply is I'm sure a little anaemic at 450w. So at a bare minimum I suppose I'm looking at motherboard, processor, cooler, ram, gpu, power supply. I also have to admit I'm a little fussy about noise (my current rig may be underpowered but it's certainly quiet - with upgraded cooling fitted to the gpu).
So any suggestions for good value, quiet components? I've had a quick look but it's been so long since I looked into this stuff that I've got no idea what goes with what anymore!
Thanks for your time. -
This is a bit of a hunch but i suspect the demographics of the playerbase has an impact on the supply/demand equation too. Things do indeed seem a bit quiet at the minute and I suspect that proportionally more casual players than long term vets have quit or are taking a break. It's the long term vets that are more likely to be serious farmers (or just happily plodding along with 50's generating loads of inf) so if the playerbase is (for example) 50% down the amount of inf generation is unlikely to be 50% down too.
Supply however will be forced in the other direction. Vet's are a lot more likely to be interested in high end builds and so will be shopping for the sought after shinies. A casual player is also a lot more likely to sell a uber shiny drop for fat inf to spend on more reasonably priced stuff, a vet will likely go straight to the market and see how much inf they need to farm to afford the other 5 of the set.
This is a gross oversimplification and as I say it's based on a hunch but I'd say supply of inf and supply/demand for drops doesn't have a linear relationship with sub numbers. Also as various others have mentioned inf grows on trees, shiny desirable stuff grows on bushes that are harder to find... -
Wow, interesting and original gameplay concept ... Now there's got to be a combo around here somewhere that would fit it ... Hang on a minute - you're not being completely serious are you?..
If your sword melts when you hold it, why doesn't your shield? :P -
Actually I've just noticed something about chain induction. This is the only power I can think of that a critical hit can be a disadvantage. Because the chain pseudopet doesn't summon if the initial target is killed outright I always try to cycle through a couple to find a critter healthy enough to survive the hit. If the power crits the critter is usually wiped out anyway and no chain happens.
Not sure if this qualifies as a bug - guess it's just the way things are? -
Sorry my search fu is letting me down and I can't find the answer to this despite every other thread being elec/sd ...
If you've a damage proc in chain induction does it check to see if it fires on every enemy affected by the chain or is it just the initial target? -
Quote:To be honest I haven't been looking at the market while putting this together. I can (and will probably have to) do a bit of farming to afford this!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?
Quote: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).. I really like the idea of taking a resist based set and layering as much def as you can on top of it. My previous tank was pure def and while she's pretty solid there's not much to fall back on when it goes wrong.
Here I've been trying mainly to build for eng/neg def to cover the slight gap in the eng resist in dark armour and smash/lethal for the obvious 'it's everywhere' reason.
Sadly this toon is currently lv1 while I spend all my time playing around with mids... When I get near an AV I'll let you know -
Yeah, trying not to think about that! As I level I'll probably just 4 slot smashing haymaker for a bit of s/l def and worry about the kinetic combats later. Think my farmers are going to have some work to do!
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Yeah the CoF and presence pool thing was for theme. However I'm not really married to it and it is expensive in powers and slotting for CoF (particularly compared to opressive gloom). It was useful being able to slot eng/neg def in the fear powers though. However I was pleased to discover that I can shove a fifth set of three eradications in soul transfer and with a bit of a reshuffle it now looks like this ...
(the other option is to drop taunt and build up and take conserve power and physical perfection)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-EndRdx:40(5), S'fstPrt-ResDam/Def+:30(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-EndRdx:40(7)
Level 6: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel:50(25), DefBuff-I:50(50)
Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(37), RctvArm-EndRdx:40(37)
Level 10: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Rchg:30(11), C'ngBlow-Acc/Dmg:50(15), C'ngBlow-Dmg/Rchg:50(15), C'ngBlow-Dmg/EndRdx:50(17)
Level 12: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(13), Theft-+End%:30(17), Nictus-Acc/EndRdx/Rchg:50(19), Theft-Acc/EndRdx/Rchg:30(34)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(36)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-%Dam:30(23), Sciroc-Dmg/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Rchg+:50(29)
Level 26: Oppressive Gloom -- Acc-I:50(A)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Rchg:30(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(34), Sciroc-Dmg/Rchg:50(34)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx:40(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(36), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Rchg+:50(40)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), C'ngImp-Acc/Dmg/EndRdx:50(45)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 44: Soul Transfer -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Rchg:30(46)
Level 47: Taunt -- Acc-I:50(A)
Level 49: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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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)
- 26.8% Defense(Smashing)
- 26.8% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 26.4% Defense(Energy)
- 26.4% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 17.1% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 15% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 217.9 HP (11.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 18.2%
- 3.5% (0.06 End/sec) Recovery
- 50% (3.91 HP/sec) Regeneration
- 5% RunSpeed
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Quote:She was ice/fire and a highly enjoyable ride so I'm happy to go /fire again for this one. Luckily enough it fits the concept too. Does the dot on fire cause extra aggro generation?no problem, question, was your previous ice tank ice/ice?
Because ice has slow on almost every attack making produce huge amounts of threat.
Quote:More seriously, I've recently heard the endurance proc is more like once every 10 seconds instead of once every second, so the endurance is not as secure as I thought. You will have a net loss of endurance with both enhancement types, but it will only be around 15.8 endurance after 12 seconds for my suggestions, giving you an ability to go full tilt for one minute 12 seconds, at the end of which you would have around 5.2 endurance left.
Thanks again for your advice - now all I need to do is devote some time and level this toon (altitis ... sigh). -
Thanks for the advice and very helpful numbers Lycanus. I have to admit I've been using finger in the air estimates for how much of any enhancement is enough rather than sitting down and running the numbers.
Also hadn't thought about threat all that much. My only previous tanking experience has been an ice tank with procced up auras and holding aggro was laughably easy. I once had a stone tank quit the team in a huff because he couldn't peel aggro off me no matter what he tried (and the fights tended to be half over before he arrived ...)
I do want to team (pretty much exclusively) with this toon so I think I'm going to make the changes you suggest. Thanks again for your help! -
Hi All,
This is my Dark/Fire build I've been playing around with. I've taken presence and cloak of fear for flavour and built for def. Managed to soft cap energy/neg and within a hair of doing the same on smash/lethal. Doesn't leave a lot of room for much else though! I'm a bit worried about end (1.6 end gain per sec with everything running + whatever the perf shifter and theft of essence procs give me) and have had to give up any other bonuses so no recharge or global acc ...
So what do you think? Will this work? Ignore slot levels - these got a bit messed up!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Presence
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-EndRdx:40(5), S'fstPrt-ResDam/Def+:30(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/Rchg:40(7), RctvArm-EndRdx:40(7)
Level 6: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel:50(25)
Level 8: Obsidian Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(37), RctvArm-EndRdx:40(37)
Level 10: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Rchg:30(11), C'ngBlow-Acc/Dmg:50(15), C'ngBlow-Dmg/Rchg:50(15), C'ngBlow-Dmg/EndRdx:50(17)
Level 12: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-Acc/Dmg/Rchg:30(13), Theft-+End%:30(17), Theft-Acc/EndRdx/Heal:30(19), Theft-Acc/EndRdx/Rchg:30(34)
Level 14: Super Jump -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod/Rchg:50(36)
Level 22: Death Shroud -- Erad-Dmg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-%Dam:30(23), Sciroc-Dmg/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 24: Cloak of Fear -- N'mare-Acc/EndRdx:50(A), Abys-Acc/EndRdx:50(29), N'mare-Acc/Fear:50(40), N'mare-EndRdx/Fear:50(46), N'mare-Acc/Fear/Rchg:50(46)
Level 26: Cloak of Darkness -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), RedFtn-Def/EndRdx:50(27)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Rchg:30(31), Sciroc-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(34), Sciroc-Dmg/Rchg:50(34)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 32: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-EndRdx:40(33)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), RedFtn-Def/EndRdx:50(36), LkGmblr-Def:50(36)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), C'ngImp-Acc/Dmg/EndRdx:50(45)
Level 41: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), C'ngImp-Acc/Dmg/EndRdx:50(46)
Level 44: Provoke -- Acc-I:50(A)
Level 47: Intimidate -- Acc-I:50(A)
Level 49: Invoke Panic -- N'mare-Acc/Rchg:50(A), N'mare-Acc/Fear/Rchg:50(50), N'mare-Acc/Fear:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 26.8% Defense(Smashing)
- 26.8% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 27.1% Defense(Energy)
- 27.1% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 17.4% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 3.3% Enhancement(Terrorized)
- 5% Enhancement(Accuracy)
- 5% FlySpeed
- 175.7 HP (9.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 18.2%
- 3.5% (0.06 End/sec) Recovery
- 50% (3.91 HP/sec) Regeneration
- 5% RunSpeed
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Hi All,
My confession - my name is parabola and you won't know me. I've been playing coh on Union for years now but I've realised that I honestly can't remember the last time I teamed with anyone I didn't know. For a long time I was running in themed groups with RL friends but they've moved on now (*glares at shinier games*). Since then I've been dual box farming, merit running, powerlevelling and generally forgetting the whole MM part of MMO gaming. I've been living in /hide and my SG is just made up of my alts ...
So I've decided that the time is long overdue to stop being so antisocial and start playing with other people again! As of this evening I'm starting two new projects (I couldn't decide whether I wanted to make a dark tank or a dark defender so I'm doing both) and heading out to meet people and run content. They will be looking for an active SG to join and will be up for joining in anything that is going on. I realise that things are a bit quieter these days than they used to be but at least I'll be one more name on the search list!
I'll be on either Inferis or Daenerys on Union blueside probably trying to form pugs. Drop me a line -
This is the guide I mentioned which talks about slotting creepers. It seems to be up to date as far as I14 - not sure if anything has changed since then.
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I generally farm a plant/storm followed by a plant/kin so I'm cheating a bit but have run the plant/storm by itself on occasion. To echo the above; you can farm with it but need some kind of plan to manage end. Get that sorted and it's very effective.
How it compares to another more famous farming build in terms of effectiveness is a bit difficult to say. Farming is as much about what you are mowing through as the make of lawnmower you are using. Match the enemies to the set/build and go to town. -
I'm just going by what I've seen in the middle of some pretty hectic fights but it looks to me like they do stack. I've been seeing vines from the first casting still around after the second lot appear ...
Whether they do or not you want lots of recharge so you can dump them in spawns wherever possible - as mentioned above the impact is much greater that way and they can be a bit slow to follow you around.
Slotting wise there's a guide to slotting them kicking around somewhere that gives good info about which proc(s) to use and what to put in the other slots. Set IO's are apparently not behaving as you'd expect in the power unless this has been patched since the guide was written. -
Thought I might throw in my two inf on this.
I am a dual boxing addict. I've done lots of dual box soloing (dualing?) and also playing dual box combos as part of dedicated teams. I can't recommend it enough if you're looking for more challenge or something new out of the game.
My advice and to echo some of the comments from above:
Recall friend is almost mandatory. Get in on your main and port the 2nd around whenever necessary. This obviously helps getting to missions but even more importantly you'll be able to drag their sorry hide around within missions when they are doing the 'isn't this wall fascinating slo-mo run' for the n'th time. This has a side benefit of allowing you to not pick a travel power on the 2nd if you don't want to, leaving more room for other powers (I would however recommend getting a travel power for the times when some independence is useful).
Targeting the 2nd through the main and following will be the default for almost everything you do. Independent targeting is at best extremely difficult and when it come to positioning - forget it. This has certain consequences for the powers that work well in dual box situations and those that don't. Powers that require toon positioning or location placed powers are best avoided (in general) on the 2nd. I play on a desktop and a laptop with a separate mouse and keypad for the 2nd which makes the extra toon about as independent as you can do and still don't select much in the way of these powers.
I highly recommend binding powers to keys on both boxes. This was easy for me as I have always played this way when single boxing but I suggest you learn to like it if trying dual boxing. Control wise I have two positions - the first to move the main into position (and hence the 2nd on follow) and the second with one hand on each toons powers. Location placed powers break this up by requiring the grabbing of the appropriate mouse creating general confusion. If you learn the keymaps for them both you can fire off powers asymmetrically between them without looking down. This gives much greater flexibility and allows you to move away from 90/10 towards 60/40.
The above does have some effect on builds for the two toons that will take them away from what you might do for a single box toon. Grabbing recall friend on the main ties up a power pool pick and you’ll want it early in your build (lv6 ...) when things get pretty congested anyway. The leadership pool allows automatic stacking and doubling of effects (if worth taking on the AT’s you are playing) but the associated endurance drain needs to be managed. Also any toggle powers that provide team buffs are pretty much automatic picks. Building toons to reach certain caps can become much easier and cheaper – soft capping defence gets a head start if you stack two steamy mists and manoeuvres for example. If you want to hit perma hasten, stacking AM or having a kin follow your main spamming speed boost takes a chunk out of the set bonuses necessary.
You can also move away from the stacking and go for shoring up weaknesses of one toon by the other. A blaster followed by a heal/buff engine suddenly doesn’t have to stare death in the face each mob and can open up with much more abandon. A tank followed by a blaster doesn’t have to worry about damage and can slot out armours (note correct spelling) and aggro management as much as necessary.
In terms of what works well together hopefully the above should have given you ideas. Personally I find controller/controller awesome on blueside and twin masterminds likewise on the other side of the fence. Twin controllers allows you to stack control powers (enough coverage and magnitude to control everything in the spawn) and buff/debuffs in the secondary. I lean more towards the squishy end of the AT’s so I may have bias here (having said which stacking can turn some previously squishy toons into something distinctly more solid). Two fire controllers = stunning flaming death, two plants = confused spawns ripped apart by many creepers (carrion creepers is a location placed power but on a longish recharge and absolutely worth it).
Twin masterminds is almost too easy. I’m sure there are clever tactics you can pull off playing a single MM with comprehensive key binds etc but when dual boxing I just put everything on aggressive follow and concentrate on stacking debuffs. To be honest who needs tactics when you have small army at your back? Roll twin thugs/dark ... You won’t regret it.
Basically almost any toon that is strong by itself will get stronger when there are two of them. The only thing to watch is where one instance of a powerset is strong enough to cover a particular aspect on its own. There is little point in stacking kin twice when a single kin can hit the damage cap. Likewise I can’t see the need for two forcefields or sonic res but I don’t have much experience with these powersets so I might be missing something.
Currently I am running plant/storm|plant/kin farmers, fire/kin|fire/cold more farmers, thugs/dark|thugs/dark, ice/fire(tank)|rad/fire pbaoe death machine, fire/elec(blaster)|emp/ice posi tf runners and my next project is levelling a pair of ill/rads for cheap AV and GM hunting (you don’t need to spend a couple of billion inf getting phantom army perma if you can throw out a second one).
Ok enough rambling. Dual boxing is great – do it!