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EmperorSteele

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Everything posted by EmperorSteele

  1. I love/hate how Mind Control is so popular on Doms, but lags in last place for Controllers. I mean, i sorta get why, but it's still odd to me.
  2. Update, though still not as high as a lot of others in this thread!
  3. ^Title No matter what I do, my screenshots won't capture the UI. Normally, I had a hotkey that would switch between UI and Non-UI screenshots. The game says this hotkey is still set up, but, no dice. Worked fine before. Maybe I'll just switch to 32-bit version for some of my screenshotting needs, but figured I'd give you guys a heads up! [EDIT], After investigating further, it seemed to be my keybind simply no longer working (even though the game still has it as a keybind), and this happens across both 32 and 64 bit versions. I was able to assign a different keybind to "Screenshot UI" and that worked.
  4. So, I'm a bit torn. On one hand, you explained everything perfectly! On the other hand, this guide is exhaustingly long, and I feel like it would deter people more than convince them it's worth it. I'd recommend giving it an editing pass to see what you can trim (For instance, each Incarnate tree can probably be described in a few sentences instead of a few paragraphs). Also, last I checked, Incarnate Shifts do NOT work in Apex/Tin Mage. Maybe the HC team will change that, but for now, it doesn't seem to be the case. Regardless, thank you for taking the time to write this out! I hope people find it useful!
  5. RE: Devastating Blow. I suppose my thinking was "I can either have that, or freakin' lasers coming out my eyes". I chose the laser eyes so I could squeeze in a ranged set, also pew pew! Overall, though, this looks pretty good, thanks! What power would you recommend I trade for DB if I go that route?
  6. So, I'm kinda trying to go "Jack of All trades" here. Not really trying to cap anything, because, y'know, teammates and inspirations exist. BUT, I still want stats high enough that the lack of one or the other won't impact me much. That said, while I'm happy that I managed to plug the psi-hole pretty well (over 50% resist, boo yeah!), I'm a little underwhelmed by my defenses and regen, and was wondering what more I could do to spruce things up. If there's anyway to get a few more points of defense and/or more HP without sacrificing too much, that'd be ideal! Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Radiation Melee Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- ImpArm-ResPsi:40(A), ImpArm-ResDam:30(3), StdPrt-ResDam/Def+:30(3) Level 1: Contaminated Strike -- AchHee-ResDeb%:20(A), SprMghoft-Acc/Dmg:50(17), SprMghoft-Dmg/Rchg:50(17), SprMghoft-Acc/Dmg/Rchg:50(19), SprMghoft-Dmg/EndRdx/Rchg:50(19), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(21) Level 2: Radioactive Smash -- AchHee-ResDeb%:20(A), Hct-Dmg:50(23), Hct-Dmg/Rchg:50(25), Hct-Acc/Dmg/Rchg:50(25), Hct-Acc/Rchg:50(31), Hct-Dmg/EndRdx:50(31) Level 4: Proton Sweep -- AchHee-ResDeb%:20(A), SprGntFis-Acc/Dmg:50(39), SprGntFis-Dmg/Rchg:50(40), SprGntFis-Acc/Dmg/Rchg:50(40), SprGntFis-Dmg/EndRdx/Rchg:50(40), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(42) Level 6: Temp Invulnerability -- ImpArm-ResPsi:40(A), GldArm-3defTpProc:50(7), GldArm-ResDam:50(7) Level 8: Dull Pain -- NmnCnv-Heal/Rchg:50(A), NmnCnv-Heal/EndRdx/Rchg:50(34), NmnCnv-Heal:50(37) Level 10: Resist Elements -- ImpArm-ResPsi:40(A), UnbGrd-Max HP%:50(11), UnbGrd-ResDam:50(11), UnbGrd-ResDam/EndRdx:50(13) Level 12: Unyielding -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(13), Ags-Psi/Status:50(15) Level 14: Resist Energies -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(15), ResDam-I:50(21) Level 16: Taunt -- PrfZng-Taunt:50(A), PrfZng-Taunt/Rchg/Rng:50(43), PrfZng-Taunt/Rng:50(46) Level 18: Invincibility -- LucoftheG-Rchg+:50(A), ShlWal-ResDam/Re TP:50(23), ShlWal-Def/EndRdx:50(27), LucoftheG-Def/EndRdx:50(36) Level 20: Radiation Siphon -- AchHee-ResDeb%:20(A), ThfofEss-Acc/EndRdx/Heal:30(34), ThfofEss-Heal:30(36), TchofDth-Acc/Dmg:40(36), TchofDth-Acc/Dmg/EndRdx:40(37), TchofDth-Dmg/EndRdx/Rchg:40(37) Level 22: Combat Jumping -- LucoftheG-Rchg+:50(A), Rct-ResDam%:50(27) Level 24: Super Jump -- WntGif-ResSlow:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(34) Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(29) Level 28: Irradiated Ground -- AchHee-ResDeb%:20(A), FuroftheG-ResDeb%:50(29), FuroftheG-Dam/End/Rech:50(31), ScrDrv-Dmg/EndRdx:50(33), ScrDrv-Acc/Dmg/EndRdx:50(33), ScrDrv-Dam%:50(33) Level 30: Boxing -- HO:Nucle(A) Level 32: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(42), UnbGrd-ResDam/EndRdx/Rchg:50(42) Level 35: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(43), LucoftheG-Def:50(43) Level 38: Fusion -- AdjTrg-ToHit/Rchg:50(A), AdjTrg-ToHit/EndRdx:50(39), AdjTrg-ToHit/EndRdx/Rchg:50(39) Level 41: Conserve Power -- RechRdx-I:50(A) Level 44: Laser Beam Eyes -- AchHee-ResDeb%:20(A), Apc-Dmg:50(45), Apc-Dmg/Rchg:50(45), Apc-Acc/Dmg/Rchg:50(45), Apc-Acc/Rchg:50(46), Apc-Dmg/EndRdx:50(46) Level 47: Atom Smasher -- AchHee-ResDeb%:20(A), Arm-Dmg:50(48), Arm-Dmg/Rchg:50(48), Arm-Acc/Dmg/Rchg:50(48), Arm-Acc/Rchg:50(50), Arm-Dmg/EndRdx:50(50) Level 49: Physical Perfection -- Pnc-Heal/+End:50(A), PrfShf-End%:50(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- RgnTss-Regen+:30(A), Mrc-Rcvry+:40(5), NmnCnv-Regen/Rcvry+:50(5), Prv-Absorb%:50(9) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(9) ------------ ------------ Set Bonus Totals: 10% DamageBuff(Smashing) 10% DamageBuff(Lethal) 10% DamageBuff(Fire) 10% DamageBuff(Cold) 10% DamageBuff(Energy) 10% DamageBuff(Negative) 10% DamageBuff(Toxic) 10% DamageBuff(Psionic) 11% Defense(Melee) 8.5% Defense(Smashing) 8.5% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 6% Defense(Energy) 6% Defense(Negative) 6% Defense(Psionic) 6% Defense(Ranged) 6% Defense(AoE) 3.6% Max End 30% Enhancement(Accuracy) 5% Enhancement(Max EnduranceDiscount) 70% Enhancement(RechargeTime) 7.5% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 337.3 HP (18%) HitPoints 7.5% JumpHeight 7.5% SpeedJumping MezResist(Confused) 75% MezResist(Held) 75% MezResist(Immobilized) 75% MezResist(Sleep) 75% MezResist(Stunned) 75% MezResist(Terrorized) 75% 18% (0.3 End/sec) Recovery 94% (7.34 HP/sec) Regeneration 20% ResEffect(SpeedFlying) 20% ResEffect(RechargeTime) 20% ResEffect(SpeedRunning) 5% Resistance(Smashing) 24.5% Resistance(Fire) 24.5% Resistance(Cold) 22.25% Resistance(Energy) 22.25% Resistance(Negative) 13.25% Resistance(Toxic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 5% Resistance(Lethal) 48.25% Resistance(Psionic) 7.5% SpeedRunning
  7. The only "bad" thing about this pic is that there's a character in the shot. The other pictures don't have the photographer in it, so it'd be nice to follow suite. Otherwise, good jerb!
  8. Same here. My main computer (running Windows 7), which I built specifically to handle high-end AAA games, takes FOREVER on character select. My crappy laptop (win 10) that I multibox on once in a while only needs a few seconds on the character select screen. Though I wonder... My main computer has my old CoH directory from when the game was live, whereas the laptop has a directory DLed directly from the manifest. Is it possible that there are some files from Live that aren't on HC that might be causing a conflict that takes a minute to resolve?
  9. Does the room turn red after you've moved it, or does it stay blue?
  10. I actually kinda agree. On one hand, it IS incarnate content, where everything is level 54 and anyone not alpha shifted gets -4 levels anyway, so the inverse should be allowed. On the other hand, it's the opening salvos of the Praetorian war, and "canonically speaking", we probably shouldn't be that powerful at "that point". The fact that we have the abilities should be enough of an equalizer.
  11. ... Just one? Against an entire corporation?! Does Conservation of Ninjitsu work in a legal setting?
  12. Oh, snap! I was looking for a link like, IN the forums itself. I never saw ANY of that stuff up there! I feel dumb now, but thanks! ^_^
  13. I've gotten progress on this without being exemplared, so, maybe this was fixed?
  14. ^Title^ There used to be a link right from the forums, but that doesn't seem to be the case since the redesign. I'm aware that I can use the Discord, but... I kinda don't want to? It's just a preference thing, it's no big deal, I was just curious where the forum link went!
  15. Another thing to consider is that, if you're on a decent team, you'll never be using your AoE hold anyway. Half the group will be dead before your animation finishes. And if you're soloing +8 on a controller, you tend not to have enough AoE damage to take a large group out before the hold wears off. (In my experience, even-con LTs and sometimes a few minions still survive after a rousing round of Total Dom, Terrify, and PsiNado, and that's even with a significant damage boost from a fully-powered Fulcrum Shift) So, yeah, a re-work would be nice. And not that it'd solve all the issues with these powers, but I'd like to see a damage component added to the AoE holds as well. Nothing major, maybe just half the damage of a single-target hold. But given that the best way to control foes is to make them dead, I feel like that'd be a good step in the right direction.
  16. ...Thanks for the AE arc idea, JB =P
  17. Well first of all, Wind isn't done yet, so put that on your back burner. As for Mind/Time, I played one on Live, and it was pretty beastly. However, the main thing that made it so was turning multiple powers into "proc buzzsaws", which really doesn't happen now with what the HC team has done to procs (they fire off randomly a certain number of times per minute instead of having a chance per tick when in a toggle). That said, Ill and Mind are on the exact opposite ends of the spectrum as far as Controller sets are concerned. Illu has 2 ST attacks, one of which give an enemy BACK some health, while Mind has a full 3-power attack chain (provided you slot Mesmerize and Dominate for attack strength). Illu has a bunch of Pets and psuedo pets, Mind has none. Illu has a few skippable powers, Mind only really has one (Telekinesis). Illu is light on actual control (A AoE hold, an AoE fear, and its hold comes with the ability to sleep 2 additional foes), while Mind has 4 AoE controls (5 if you wanna include TK). Illu relies on misdirection and pet damage (but only one of them can be buffed) which allows you to stand back and watch the show, while playing Mind means staying constantly involved. I would almost recommend rolling them both, they're THAT different, even with the same secondary. So anyway, back to my own experiences. Mind is a vast toolkit, and Time has a lot going on for it, though like 3 powers that are all about slowing foes down. It's not the BEST combo, because if played right, Mind doesn't NEED a secondary... though "played right", it's essentially a Blaster set where each blast has a Mez attached. You'll really want a Secondary that increases your damage, recharge speed, and lowers enemy resistance, to get the most out of Mind's attack chain and Control AoEs. Time has a few things going for it in that regard. Time also has a couple ways to stack holds on harder targets, especially with the use of procs. Mass Confusion plus the AoE slow effects will keep you safe while making sure the bad guys don't take up too much XP defeating each other. Time matures LATE, though. The abilities you need to buff yourself come later on, so it's gonna be a bit of a slog up until that point. That's all I got, good luck and have fun!
  18. Exploration -> Battle Hardened seems to be missing. It's located Between "Depths of Time" and "Midnighter Club Member" Description: The loyal legions of Cimerora have prevailed in battle against an enemy wielding unimaginable power. I... don't know where I got this, either in Cim or a Cim related story arc, I would guess =/ Also Missing Accomplishment: Gullible. You get it by having Null The Gull (in Pocket D) give you ULTIMATE POWER! It's in-game locations in between Probation Denied and Honorary Peacebringer. EDIT: Never mind, Gullible is in the spreadsheet, but under Achievement instead of Accomplishment Missing another one: Master of 5th Column Strike Force. The TF version is in there, but the SF version is not.
  19. Prisoners i THINK also count as "points": Minions are 1 point, Lts are 2, Bosses are 3. Though I might be wrong, can anyone else confirm that?
  20. Yeah, they're from the control hybrid. I think the pop-ups refer to when the conrtol proc and extra damage proc go off?
  21. Give it a day or two. Had the same thing thing happen, but it magically appeared in my list the next day.
  22. Hmm, I've got some thoughts on this, too. I'm going to preface that I like the combo'ing idea in general, but I also kinda hate the comboing systems in other sets because it forces you to take specific powers. One of the great things about this game is build choice. Being a Mind Controller and not taking TK is a legitimate build choice. Taking Dual Pistols and not taking Swap Ammo, or taking Beam Rifle without taking Disintegrate is... dicey. Those powersets' entire gimmick is based around those abilities. First thoughts: Straight damage increase. The first few powers play like a blaster set. Give it extra damage to accommodate that playstyle. The damage should be such that, assuming at least a 50% damage enhancement in the powers, that Dom, Lev, and Mes should kill an even conning foe at level 50 without the added effect of any damage buffs or resistance debuffs. (Currently, you need about 100% damage enhancement and at least a 25% damage buff to do so, and this includes with containment). Sleeps (or at least the one in Mass Hypnosis) should be treated differently: the foes only have a chance to wake up when hit. The chance increases based either on the strength of the attack, or their health percentage. (So a foe at full health would wake up when hit by a massive alpha, but suffering some DoT should probably allow them to stay asleep for a moment). Following MH with Terrify should increase terrify's damage and possibly add the tohit debuff that it was kinda supposed to have. Perhaps had a damage component to TK: Psi damage on activation, and it has a chance to Proc more damage maybe once every 10 seconds. Or like someone else suggested, have all foes in the TK cone be affected by Levitate when that power is cast on the anchor. *** My second thought (which would be a LOOOOOOT of work across the board and would make a lot of people very unhappy) is a revamp to all Controllers in regards to Containment. I think Containment should come in "tiers", and do extra damage based on how locked down a foe is. Also, more types of Mez would give Containment. Containment would also work on foes who have mag stacked, even if they're currently immune to the effect (Looking at AVs here). Here's the list: Sleep: +200% damage while asleep, +25% for every 3 points of Mag above Mez threshold (Max +300%) Hold: +100% while held, +50% damage for every 3 points of mag stacked (max +250%) Stun/Terrorized/Confused: +50% while under these effects, +25% damage for every 3 points of mag stacked. (Max 200%) Immob: +25% damage while immobilized. No additional stacking bonus. The %s would apply as separate damage, like Containment is now, that way it benefits from, and doesn't butt up against, a Controller's low damage cap. This is all based (roughly) on how easy/hard it is to stack certain Mez effects, and how well each mez effect stops an AI from acting or attacking back. For instance, Hold stops a foe completely, but it's easy to stack, so I made that the "baseline". Sleep takes a foe right out of the fight, but it's really hard to stack (especially if the sleep gets broken by more damage), so it gets the highest bonus. Immobs don't stop foes from attacking, and is super easy to stack, so it gets the lowest bonus. Terror still allows the foe to move and attack, but usually only once, and it's hard to stack, so it gets put in the mid-tier. Also, the different mezzes and their max damages stack. So if you have a foe held, then hit him with a sleep, then hit him with Levitate, that power gets +3.5x damage. And yes, this would have the semi-indirect effect of buffing Mind, and nerfing almost every other controller set. A better thing to do would probably just allow Confuse and Terror to give Containment. This would buff Dark, Plant and Illu, too, even though none of them need it. Maybe, in the spirit of the thread, make it so that only the confuse effect of Mass Confusion gives the caster Containment on those mobs? Because, speaking of the thread, here's the thing: I don't think MC should be available every fight, especially not by default and without some good slotting. And yeah, it does seem to have sucky stats compared to other mass confuse powers, especially given it's tier, but "fixing" it would barely solve Mind's other issues, especially compared to other sets. If we're gonna change the powerset around, we need to do it right instead of applying a band-aid.
  23. So I (lvl 50+ Mind/Kin) was farting around Grandville yesterday when I happened across a level 47 Fire Tarantula that was precariously close to a high ledge. So I engaged in a moment of dickishness by lining up a shot with my Nemesis Staff to make it careen over the edge. Funny thing, though, he took damage from the staff, but no fall damage. Huh. Well, I decided to expedite his expiration by attacking him. It didn't hurt him. He was taking damage, the orange numbers were up over his head, he was getting held, and I was recording damage in my combat log and my damage-dealt badge tracker... but he wasn't losing health. Hell, he was REGENING health! So I threw everything at him: AoEs, Lore pets, Judgement... NOTHING would kill this guy! I finally gave up and decided to see what he'd do if I stopped holding him. He... ran away, opened a manhole cover and jumped in. I reported this to a GM who told me to send a support ticket. The support response was to post on the forums to see if anyone else has seen this issue, so here I am. Anyone else notice anything like this?
  24. Damn! Only 6 more until you have the BEST badge number!
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