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  2. Personally (personally) I like CoH just the way it is; as someone else said, to my mind it's like a snapshot in time. That said, in the city spaces themselves it would be neat to have more variety in NPCs/vehicles/spaces - kids, dogs, ambulances, bikes, street vendors, taco trucks, so on and so forth. It would also be interesting to have a 'museum' built in the fashion of Wentworths (open to walk into, visible from outside) where current leaders in given stats could have 'statues' of themselves commemorating that achievement; like say, whoever has accumlated the most XP debt or healed the most damage or whatever on the server, kind of like leaderboards but a little more fitting in a town that has a 70' statue of a guy holding a planet outside City Hall. Stuff like that.
  3. Darkir


    I have never played TA, so I left most of your slotting intact. I did rearrange some things in order to get you closer to the softcap and a bit more recharge. Let me know what you think. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Technology Corruptor Primary Power Set: Archery Secondary Power Set: Trick Arrow Power Pool: Fighting Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Aimed Shot -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(5), SprScrBls-Rchg/+End(7) Level 1: Entangling Arrow -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Hold%(3) Level 2: Flash Arrow -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(3), DmpSpr-Rchg(5) Level 4: Kick -- Empty(A) Level 6: Blazing Arrow -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(27), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40) Level 8: Glue Arrow -- PcnoftheT--Rchg%(A), TmpRdn-Acc/Slow(23), TmpRdn-EndRdx/Rchg/Slow(23) Level 10: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(11), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(37), RedFrt-EndRdx(39) Level 12: Explosive Arrow -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(13), SprMlcoft-Acc/Dmg/Rchg(15), SprMlcoft-Dmg/EndRdx/Rchg(15), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(21) Level 14: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/Rchg(25), BslGaz-Rchg/Hold(27) Level 16: Tough -- GldArm-End/Res(A), GldArm-3defTpProc(17), StdPrt-ResDam/Def+(17) Level 18: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(19), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(46), RedFrt-EndRdx(48) Level 20: Ranged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(34) Level 22: Poison Gas Arrow -- LthRps-Acc/Rchg(A), LthRps-Acc/Sleep/Rchg(36), LthRps-Sleep/Rng(37) Level 24: Acid Arrow -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(29), SprScrBls-Acc/Dmg/Rchg(43), Dmg-I(43) Level 26: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(43) Level 28: Disruption Arrow -- RechRdx-I(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Rain of Arrows -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(33), OvrFrc-Acc/Dmg/End(33), OvrFrc-Acc/Dmg/End/Rech(33), OvrFrc-Dam/KB(34) Level 35: Oil Slick Arrow -- UndDfn-DefDeb(A), UndDfn-DefDeb/Rchg(36), UndDfn-Rchg(36) Level 38: Hover -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(39), ShlWal-ResDam/Re TP(42), Rct-ResDam%(42) Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 44: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Max HP%(45) Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48) Level 49: Summon Mistress -- SlbAll-Build%(A), FrcFdb-Rechg%(50), SlbAll-Acc/Dmg/Rchg(50), SlbAll-Acc/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(9), PrfShf-End%(11) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1450;695;1390;HEX;| |78DA6594D94F135114C6EF7486A51B050AB21628D0D2050A55DFB5E212151202E86| |BD3B443DBD8749A692B8B897109FF802F3EB94645A32298F86A023EF80FB83C8846| |135F5D12E3834FF5CC7C272D49276D7E9D73CF39F77C5FEFCCECCA71C7E6A9AB478| |4E49ACE258AC5F8B4A6EBE54249D36D8B6A3293D7725A7A55167435D1B7BBBA1A9F| |4FE4D36A2A12D39319555FEDAD2D1C2B2F2D4516F56CF2423CA6EBDAB270CE695A2| |E72329BCE94B2F9B41D7739E3D666FE5E28A86ACA65FE9C511329552F66B285BE13| |856C3252EBBAA09573F1D944B1449B75D3243EFA5E760ABE2A1631A608115584120| |01B8360A9962389798B19B39C03CBB42671BDB4C56BDBA0F28AEF49B68C1C2157E8| |1257A8AA019186865BC2CC6ABE07F6DE07C76E33EF30EF82179DF0D1D8B1E9A564C| |60E6C309F826D946095D0DF6A43CC66071D0E70D4C96C01FD2EF01AF5B7F36CF667| |326A9E832D9BCC1760C716731B5CA65A9855919DEF48BD4711DD1F99EFC1DE0FA04| |C33BA30A3C515457DEB41669764E62894D3C63ADA58473BEB68671D7ED631C13A26| |59C7751AC4CD3ADCEC713F7B3AC09E0EB0A75EF6DECBDEAF506D277BDCF91AFD467| |6D9AF1D709572BA586BD7284E4ABF0F0CF9991EA39F55D849470F9FA09E3D9C8AD0| |27708DFAF4F1E9E80B63FF61CAF740B7E4E1D800739DF20791AF0CEEC1AFA1CFCC2| |FCCAFA0F71B78896A8659CFF02EF61D79C37C0B5A694F1FF6947D1D9239B7BF130C| |9E459FE01FD04DB901FE5F020F501F7C088E3F626E80138F994FC0156A11666DE1B| |FE837FE0FFCEE1022C23E4558EF24738D52A678BEA969F48AAE338F326360BF527D| |62E9633C71A1BAC8545D245A17395417395C17396D442463B04A65A66E754EA9BE1| |F846446ACADD5B741E5878D4B8DD511E8FC558B59242F7C693C43017A3B4D9EC7D9| |FBB9BF2E80BADFFBEB8670EE9A6F584CDA6EC297FF508CE5FB| |-------------------------------------------------------------------|
  4. Hey! There I am at the :48 second mark! Directly in front of the camera lol Good times. We may need the entirety of the Kheld pop on HC if we ever do an all Kheld Trial again XD
  5. Having leveled a couple of tanks back in the day (and soloing one currently)... You deal with the low damage output one or both of two ways: 1) keep your notoriety level modest. 2) be patient. If you want Big Damage Numbers, roll a brute or a blaster.
  6. To my mind Samuraiko was the CoX video maker back in the day... Her Issue teasers and trailers were awesome. So much better than the one produced by NCSoft/Cryptic, which were dry-as-dust recitations of new features - basically patch notes in video form. Samuraiko's CoX playlist.
  7. That's the cool part about Static Teams, it could start out as a 4 person team and you just pick up rando's along the way as you need them to fill in any needs. You might find someone who sticks around and BOOM! you have another person who is now part of the Static Team on a regular basis. 😀
  8. I know there are already MA/SR builds floating around the forums, but none of them are quite what I'm looking for. I want maximum survivability within the must haves that I want. The build absolutely must have flight as the travel power, and afterburner, both powers taken as soon as possible and both 2 or 3 slotted for speed. The build must also use the Body Mastery epic pool, with Laser Beam Eyes. While I would prefer a self heal in there somewhere, it's not necessary. Also, any advice on incarnate powers would also be appreciated.
  9. I did the Vigilante arc on my Street Justice/Willpower Natural Stalker, so up front I have to say that the story line and Family+Police foes were just the right fit thematically for this character. It's nice to have a mission story arc that fits this type of character. I didn't even mind the addition of the special guest star in the final cut scene. Regarding the branching decision at the end, I think using "I'm here to kill you" as the player character line is too literal. Yes it makes it clear that the choice is too kill the bad guy or turn him over to the cops for a lesser charge, but I think something a little more melodramatic would do as well. This could be a good place for a cheezy line straight ought of a 80s Schwarzenegger movie. Going further back in time, I loved the role Detective Hutchins played and his dialog. Regarding the police ambush, I was able to get out, but if larger mob size spawned I'm sure the glue grenades would have slowed me down too much. If defeated in that map, do you wake up in the jail? And the Avenger badge art was great.
  10. Hero side level 1-14 I'd go for Twinshot's arc for most of the debuff stuff. It's long, it's boring and you do have to travel (so not for that one) but there's mostly "talk to" stuff going on. The fighting you have to do is mostly supported by (very annoying, slow) mission pets so it's a really good one for most of the different limitation badges. And scheses it's annoying how vague the badges are about what ouro missions count and doesn't count. For that alone I'm very grateful for this guide. Good job! Edit: One major problem is that most older guides rely on old information. A lot of content was added since then, including some really great story arcs. At level 15 hero side I've got an alt now that does everything in the game (hero side). A lot of XP OFF for that and I'm going a bit insane over the "Kill X something" hunt missions, but 1-14 I've found several contacts and special map missions I've never seen before.
  11. This would be great but make those npc's con hostile so that players can shut those eco-terrorists down and earn some new greenscaping badge!
  12. Takes ages to take down Carnie or Malta with a blaster with SOs. The former, I never liked. The latter I used to 'hate' but I have a grudging respect for now. I was in Steel the other day with a Brute EM/Invul and it's 'ok.' It's a little kludgy and clumsy. When the fury bar builds to about a 1/3 (hard to get it really going...) and you hit BU, then it's almost compelling. I hope the tanker changes make it more compelling. I still feel there are issues with this particular set as I do Ice, Stone. I had that 'idea' when I hit BU. Why not just make BU a two minute click for Tanks. With the standard BU recharge time between bouts..? For me, this would put the tanks on the map, damage wise...and add some lustre to old sets like Ice/Stone and Energy melee which are very grindy. Re-balancing enemy res. Should be interesting. If they're made tougher it kind of neuters the class change to the Tank AT. You'll be back to puffing and wheezing...and taking ages to take down a mob or a group of mob. As for fire/fire blasters. It's Russian roulette at the moment. I pop lots of inspires (lucks, toughs, reds...) to get through mobs of Freak and carry breakers for Council Vamps or Wolves that sleep or slap me. Azrael.
  13. This game is snapshot in time, it shouldn't be updated! BUT I would like it if there were ways to walk around inside buildings and ... you know, interact with stuff.
  14. Today
  15. 1. Revert to the pre-nerf Energy. 2. Make BU a two minute click with the recharge time as is. Fast. Hard. Single target. Damaging. Azrael.
  16. If people want an auto-50 button that's fine by me, but if an auto-50 button arrives at the expense of AE farming it becomes decidedly less-fine-by-me. I farm to level up my alts and use the inf I earn during that process to pay for their builds; having an instant 50 is useless if I still have to put in 40 hours of door missions and ITFs to acquire IOs, and that's only 40 hours assuming the cost of IOs/salvage doesn't skyrocket due to fewer being dumped in the AH. This thing, it isn't broken. The fact that we are even here 15 years later should be a good indication that it's not broken. The fact that every month's funding goal is met in minutes should be a good indication that it's not broken. The fact that min/max nerds, surly farmers, RP zealots, wide-eyed PUG seekers and various other citizens with time to kill can ALL find value in launching this particular executable should be a good indication that it's not broken. Let's not break it trying to make it perfect for one community demographic or another.
  17. Add a floating Baby-Trump giant monster event.
  18. Yeah, hadn't made any changes, and image was still visible when I looked. Don't remember what the site was anymore, sorry. Long incomprehensible string, and not a site I recognized as one I've ever used.
  19. That's how I found this one! And, yeah, there are Romans in all sorts of nooks and crannies I had never seen before.
  20. I suppose it would be nice if some buildings could be redesigned to have direct interiors. Not doors you click to go into a super far-down-the-map box of a room but like, you'd have a coffee shop or cafe and you can see through the windows of all the chairs, tables and the counters/kitchen at the back; entering through an open doorway so you can move inside. So the whole idea is that buildings have a sense of space, depth and purpose and become less of the background boxes they currently are. Or to explain it a bit differently, to have buildings have interiors much like how Wentworth's isn't just a box with clickable doors, it's an indoor space you can move into easily and even has stuff in the back you can explore in. And as far as building with instanced doors is concerned, you don't have to hollow out an entire building, just create a new model with the new interior space and align the doors back into position. And on the subject of what kind of things you could do with this design philosophy. You could have jewllery stores, supermarkets, tech shops, places to eat. Some could even have 'save the citizen' spawns next to them designed to look like they're robbing the place, so when you beat the bad guys it's like you saved a store from being robbed. Such places should have stuff outside to give players a clear indication that a hollowed-out place exists from a distance so all that hard work doesn't go to waste. It could defictionalise various in-world branded areas like the steakhouses and pizza places. Even if zones are just a transitionary environment for the instanced missions, adding these places into buildings could make it feel a bit more like it's actually lived in and of course, give roleplayers more places to hang out than Pocket D
  21. Herotu


    Yes, lots of defense.
  22. He got lost on the way to the Forum?
  23. Oh, you mean you didn't change anything on your end and you could still see it fine? What was the link? Was it a sta.sh? Imgshack? Some other problematic site? (entirely possible, I had to learn the hard way what sites work with our new forums and which have... "quirks")
  24. Yeah Flat Screens. Everyone walking in Paragon would be looking down at a cell phone. I think Faultline should be built up more. Boomtown should be in a state that Faultline is in now. I think on the red side Arachnos should be more in control and have built up more strongholds int he Rogue Isles.
  25. Works fine on my end, but I'm going to go ahead and move it to my own hosting anyways (I think I got that link from you, tbh).
  26. Thanks for the input everyone! Been juggling some ideas for another controller or dom and the breakdown is very helpful 🙂
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