I need some information
The number inside the (parentheses) is the level the slot was taken at. The (A) means it's the automatic slot that comes with taking the power. As for the symbol | , I am pretty sure that's either a pipe just for neatness sake, or it may be the lower case letter 'l' to indicate that that is the 'Level' the slot was added. I'm not sure there, but either way, it's not exactly critical info.
And Krma-ResKB, means its an IO from the Karma Set (which enhances defensive powers) and that it's specifically the global power that doesn't boost a specific attribute of the power itself, but instead grants the global ability to resist KnockBack. Specifically it's Mag 4 KB protection, I believe.
Oh, and welcome back! A lot has happened since 2004, so there will likely be lots of questions come up. It's a lot to try and learn all at once! For the most part, everyone here is quite helpful. Let us know if more come up, and I'm sure somebody will be able to answer most any question that comes up. Cheers!
grumble. You know, some forums, when you mistakenly press the Back button, will retain what you had written when you press Forward. BUT NOT THIS ONE APPARENTLY
(A) = automatic, as in the first slot that every power comes with before you put any additional enhancement slots in it. The other numbers are the level that the enh slot was placed at.
Krma-ResKB is an IO from the Karma set that grants you 4 points of knockback protection (the "Res" part is a misnomer, as it is KB protection, not resistance).
Old guides aren't going to help you unless you plan to use SO builds. Take a look at the Player Guides section of the forum. Bookmark ParagonWiki, and don't EVER go to any CoH wiki page hosted at Wikia, that wiki is out of date and filled with malware (as long as the URL you're following reads paragonwiki.com or wiki.cohtitan.com, you're okay). Also, read up on Enhancement Diversification (ED) on ParagonWiki to disavow yourself of anything you may happen to remember about enhancement slotting back in 2004 (this was implemented in 2005).
Pre-Edit: I totally would have beaten Madadh to the punch if I hadn't lost my post.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
grumble. You know, some forums, when you mistakenly press the Back button, will retain what you had written when you press Forward. BUT NOT THIS ONE APPARENTLY
Pre-Edit: I totally would have beaten Madadh to the punch if I hadn't lost my post. |
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Wow! You're my hero.. For a least a while... I'm in the habit of copying all of my text fairly often just in case, but this looks like a winner!
PS: @Gob, sorry to steal your thunder, but you did have more info still than I did....
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Hi All, I have been out of the game since 2004 i do not rember how to make any builds or slotting them BUT im very confused on few thngs, il post a build i saw and then ask my question.
OK we se here Level 1 Fire Shield -- ResDam-I(A) what does the I means before the (A) and then what does A mean inside the (A) ???? AND we se Level 12 Combat Jumping-- Krma-ResKB(A) what does this Krma-ResKB means??? I been trying to find builds from the old days that made making a character build so simple t understand and how to slot them but im seeing alot of builds that s final builds with the top best IOs slotting which i dont understand, i need t see more builds lvl 1-50 with normal enhancements and changing out the slots or stronger upgraded enhancements, so hard to figure out how to play being gne since 2004 lol i wish the old guides and player builds was still around , it wold give me soo much more help t me understanding this game again Level 1: Fire Shield -- ResDam-I(A), ResDam-I(11), ResDam-I(13) Level 2: Spine Burst -- Dmg-I(A), Dmg-I(3), Dmg-I(5), Acc-I(7), EndRdx-I(15), RechRdx-I(39) Level 4: Healing Flames -- RechRdx-I(A), RechRdx-I(13), Heal-I(15), RechRdx-I(37), Heal-I(37), Heal-I(42) Level 6: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(43) Level 8: Impale -- Dmg-I(A), Dmg-I(9), Dmg-I(9), Acc-I(11), EndRdx-I(25), RechRdx-I(39) Level 10: Hurdle -- Jump-I(A) Level 12: Combat Jumping -- Krma-ResKB(A) Level 14: Super Jump -- Jump-I(A), EndRdx-I(46) Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(17), ResDam-I(17) Level 18: Health -- Heal-I(A) Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21) Level 22: Consume -- Acc-I(A), RechRdx-I(23), RechRdx-I(23), RechRdx-I(36), EndMod-I(36), EndMod-I(40) Level 24: Quills -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(34), Dmg-I(40), Dmg-I(43), Dmg-I(46) |
Okay, you're trying to actually read the builds put out there.
Warning, they're preformated by a build planner program. They're marginally readable, But the best way to delve into the build is to get yourself a copy of the build planner itself.
Mids' Hero Designer
This way you can import the build wholesale and get a nice graphical representation of the build.
Also, if you want a tool to copy your LIVE build from the game into Mids', you'll want Titan Sentinel.
A decent tutorial on how to use Mids' (and a video tutorial by yours truly) can be found here.
I been trying to find builds from the old days that made making a character build so simple t understand and how to slot them
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If you don't mind taking the time (and, admittedly, influence) there are three steps to the process of "getting" IOs, IMHO: (And yes, some people skip it and go right to step 3, others went through it for a few weeks/months/years since issue 9.)
1. Look at your SO build.
Typically 1-2 acc, some damage/hold/recharge, whatever you may have.
Part of this is "getting" just the powers and what they do. Most are fairly straightforward, especially if you're looking at something like this Spine/Fire scrapper. (As opposed to, say, "What's my optimal slotting for Dark Servant?" which does quite a bit.)
When you figure out ... just what you don't have enough slots to want to do
2. Frankenslot with cheap IOs.
This for the most part will ignore set bonuses. You may get a few globals - again, looking at the fire scrapper, I'd be sure to have at least two Knockback resistance IOs in there. Which will have two side benefits: 1. It won't tie you to Acrobatics and the leaping pool for KB protection, freeing up a slot and the endurance Acro takes and 2. as somewhat mentioned in 1, if you want to take something other than the leaping pool for travel, you can.
Frankenslotting can basically give you the effect of a slot (or more...) without actually needing to slot it. There are guides on this - but instead of (say) acc - dam - dam - dam - end - rec (5 slots) you'd be throwing multi-aspect IOs in that affect more than one thing. (Basically, especially with higher level IOs, two Acc/Dam IOs in two slots will give you a bit more than a full slot worth of accuracy and a full slot worth of damage.)
You used to do something like this with Hami-Os. Now, you don't need to raid to get one piece.
You're going to run up against something, though, that didn't exist if you haven't played since 2004, though, called "enhancement diversification." The (very) short-form version of this is that even con 3 SOs worth of slotting with give you ever-so-slightly less than 3 SOs worth of effect. The fourth, fifth and sixth ... generally aren't worth the effort.
However... set bonuses (which have a rule of their own - five of the same percent of the same value is it, anything past is ignored) help get around that with set bonuses... which is when you get into
3. Fully IOing out a build.
This is when you IO your build to take advantage of set bonuses - and do things that, back in SO days, would not make sense, like slot out a power you never intend to use (possibly even fully slot it out.) The bonuses aren't affected by ED - ED tends to directly gut things like "permahasten" if you just try slotting for it, but you'll notice people talking about it anyway. They're doing it with a ton of global recharge bonuses.
These are why you're seeing far more complex builds than you're used to.
As mentioned, though, get Mids and you'll be able to actually paste the build in and *see* what's going on.
Also, for what it's worth:
i need t see more builds lvl 1-50 with normal enhancements and changing out the slots or stronger upgraded enhancements |
Hi All, I have been out of the game since 2004 i do not rember how to make any builds or slotting them BUT im very confused on few thngs, il post a build i saw and then ask my question.
OK we se here Level 1 Fire Shield -- ResDam-I(A) what does the I means before the (A) and then what does A mean inside the (A) ????
AND we se Level 12 Combat Jumping-- Krma-ResKB(A) what does this Krma-ResKB means???
I been trying to find builds from the old days that made making a character build so simple t understand and how to slot them but im seeing alot of builds that s final builds with the top best IOs slotting which i dont understand, i need t see more builds lvl 1-50 with normal enhancements and changing out the slots or stronger upgraded enhancements, so hard to figure out how to play being gne since 2004 lol i wish the old guides and player builds was still around , it wold give me soo much more help t me understanding this game again
Level 1: Fire Shield -- ResDam-I(A), ResDam-I(11), ResDam-I(13)
Level 2: Spine Burst -- Dmg-I(A), Dmg-I(3), Dmg-I(5), Acc-I(7), EndRdx-I(15), RechRdx-I(39)
Level 4: Healing Flames -- RechRdx-I(A), RechRdx-I(13), Heal-I(15), RechRdx-I(37), Heal-I(37), Heal-I(42)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(43)
Level 8: Impale -- Dmg-I(A), Dmg-I(9), Dmg-I(9), Acc-I(11), EndRdx-I(25), RechRdx-I(39)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- Krma-ResKB(A)
Level 14: Super Jump -- Jump-I(A), EndRdx-I(46)
Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(17), ResDam-I(17)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Consume -- Acc-I(A), RechRdx-I(23), RechRdx-I(23), RechRdx-I(36), EndMod-I(36), EndMod-I(40)
Level 24: Quills -- EndRdx-I(A), EndRdx-I(25), EndRdx-I(34), Dmg-I(40), Dmg-I(43), Dmg-I(46)