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Everything posted by Carnifax
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Trick Arrow needs a buff, and I say that as someone who played a Grav/TA on Live (before the Grav improvements too). A few of the debuffs are basically "Let's split Freezing Rain into chunks and use those as separate powers". They need a few effects / buffs added to them to make them worth it. A few of the recharge times also need looking at (Sonic also needs this). Tactical Arrow (the Blaster version) is great though, I'd imagine that the two versions of EMP Arrow need to be looked at and the recharges changed to something in between the Trick and Tactical versions.
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Who else did it? Who else remade their main?
Carnifax replied to StoneColdJoker's topic in General Discussion
I remade my main of course, mainly to get my name. But I switched from Ill/Storm to Ill/Dark which suited her concept better. Once nice thing was that I'd archived my original CoH folder at some point so my costumes still existed, so I was able to reuse those too. I also reused the name Echinoderm as the idea of a crime fighting Sea Urchin wouldn't go away. But they moved from an Ice/Thorns domi to a Bio/Spines tank which suits them much better After that I rerolled some sets but the names pretty much changed everywhere. -
Frostweaver did a build for it in the DP/Kin thread which may be useful for you.
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What enemies do you find most difficult/what kills you the most?
Carnifax replied to Peacemoon's topic in General Discussion
This. They have evil, evil debuffs. Even on my Bio tank I've to watch for these or it's "Hey, where did all my defenses go??" -Def, -Regen and -ToHit. And ranged Psi attacks. Urrgh. -
Some things players do that annoy you?
Carnifax replied to killigraphy's topic in General Discussion
I dont disagree with this, people can play as they like. What confuses me are the people who spend an hour spamming "lf Ae" every few mins. You could have joined a regular team and earned a level or two instead of standing around bleating for AE teams. -
There's one in my sig which may help. I went with a decent chunk of recharge for Natures holy trinity of buffs, then procced up attacks. Procced up Knockout Blow is frightening. Edit : Off mobile now so I can CopyPasta it here for you too Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Mombie: Level 50 Science Mastermind Primary Power Set: Necromancy Secondary Power Set: Nature Affinity Power Pool: Force of Will Power Pool: Leadership Power Pool: Speed Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Zombie Horde -- ExpRnf-Acc/Rchg(A), EdcoftheM-PetDef(3), ExpRnf-Acc/Dmg(9), ExpRnf-Acc/Dmg/Rchg(9), ExpRnf-Dmg/EndRdx(11), OvrFrc-Dam/KB(11) Level 1: Corrosive Enzymes -- Acc-I(A), RechRdx-I(3) Level 2: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-Rchg(7), DctWnd-Heal/Rchg(13), DctWnd-Heal/EndRdx/Rchg(15), DctWnd-Heal(43) Level 4: Weaken Resolve -- AchHee-ResDeb%(A), ShlBrk-%Dam(5), TchofLadG-%Dam(5), Acc-I(7) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Life Drain -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(17), TchoftheN-%Dam(31), Dvs-Hold%(31), ThfofEss-+End%(46) Level 10: Wild Growth -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-ResDam(17), UnbGrd-Max HP%(40) Level 12: Grave Knight -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg(13), ExpRnf-Acc/Dmg/Rchg(31), ExpRnf-Dmg/EndRdx(33), SlbAll-Build%(33), AchHee-ResDeb%(33) Level 14: Spore Cloud -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(34), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(34) Level 16: Lifegiving Spores -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(36), EffAdp-EndMod/Acc/Rchg(36), EffAdp-EndMod/EndRdx(36) Level 18: Soul Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-+Res(Pets)(23), CaltoArm-+Def(Pets)(29), SvrRgh-PetResDam(29) Level 20: Wild Bastion -- NmnCnv-Heal/Rchg(A), Mrc-Heal/Rchg(21), HrmHln-Heal/Rchg(21), DctWnd-Heal/EndRdx/Rchg(23) Level 22: Mighty Leap -- BlsoftheZ-ResKB(A) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25) Level 26: Lich -- ExpRnf-EndRdx/Dmg/Rchg(A), CldSns-%Dam(27), ExpRnf-Acc/Dmg(37), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-Dmg/EndRdx(37) Level 28: Tactics -- GssSynFr--Build%(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 32: Dark Empowerment -- RechRdx-I(A) Level 35: Entangling Aura -- GldNet-Acc/EndRdx/Rchg/Hold(A), Lck-Acc/EndRdx/Rchg/Hold(40), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 38: Overgrowth -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40) Level 41: Bile Spray -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dmg/Rchg(42), PstBls-Dmg/Rng(42), PstBls-Dam%(43) Level 44: Knockout Blow -- Mk'Bit-Dam%(A), TchofDth-Dam%(45), GldNet-Dam%(45), Hct-Dam%(45), ExpStr-Dam%(46), Acc-I(46) Level 47: Spirit Shark Jaws -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(48), GldNet-Dam%(48), GldJvl-Dam%(48), Acc-I(50) Level 49: Shark Skin -- ResDam-I(A), ResDam-I(50), StdPrt-ResDam/Def+(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: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(27), PrfShf-EndMod(39) Level 1: Zombie Level 12: Grave Knight Level 26: Lich ------------
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Mine is in my sig. GiS is a bit of a pain so some reshuffling of slots let me take Cross Punch instead. Main issue is that CP won't take ATOs so you've to do some shuffling to get it all in. Other than that the two are pretty similar so you're certainly on the right track. If you're flush (I'm not) you could look at some Winters sets to get extra Fire / Ice defense in there.
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Ever get complimented on your gameplay and it felt great?
Carnifax replied to JnEricsonx's topic in General Discussion
Simliar to this one. I had a "Great tanking" tell while running on a PuG once which felt great because I don't tank much. We had a lot of AOE so my job was mostly annoying Spawn A (Spines/Bio so jumping in and exploding usually works a treat) and then taunting Spawn B nice and close so the AOE Death Machine could chew them up as well. Personally I like to call out the "unsung heroes" when playing too. So when my Blaster finds himself happily wading through +4s I'll usually say "I love these buffs & debuffs" since they're usually what's letting me do it. -
EA is a great set once you slot a few bonuses. On my Staff / EA it took til about level 35 when I had a few sets of Kinetic Combats slotted in alongside the ATOs and Fighting + the two +3% uniques. Then it clicked and I never looked back. It's not weak but it is a little late blooming. 2/3 sets of Kinetic Combat will set you right up, giving you 3.75% smashing / lethal per set on top of your regular shields (remember as you add defense each extra % of defense becomes more and more valuable, til you hit 45).
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On my Time/Sonic the Mistress is pretty useful. I can cap her defenses and give her a decent chunk of ToHit with PBed Farsight (the main reason to go Soul was PB) and give her some extra Damage and Regen with Temporal Selection. Coupled with the -Resist I do that lets her hit reasonably hard. Plus the Expendient Reinforcement set has good 5 and 6 bonuses. She gets nothing directly from Chrono Shift bar a heal and some End but thanks to it she's pretty much perma (a few seconds off) which helps. She's not as good as the "good" controller pets but she's as good as Phantasm or Barkly (I may be biased on Barkly but my Domi finds him squishy as anything)
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What Is the **WORST** AT/PowerSet Combination?
Carnifax replied to _NOPE_'s topic in General Discussion
Ice/Thorns domi on Live. Pre-buffs to Ice to make Jack worth a damn. Ice gets little from domination, Jack was made of paper, any AoE immob broke your main control and Thorns provides little mitigation. Happily reinvented as a Bio/Spines tank (who was actually happy about all the hate he attracted, unlike the Dom). -
I'd quite like to have a few Assault sets ported to Defenders. Say Earth, Martial, Savage and Thorns since defenders don't have versions of those already. Kin/Savage sounds like it'd be a hoot.
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Yeah the Beam bit was lifted from Frostweavers thread. Normally id go for Ranged Def to back it up but its not easy to build for in Resist sets. Even on an imaginary "money is no object" build I wasnt really getting too much extra from multiple Winters sets, other than Fire/Cold resists.
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Hi folks So my next toon is a Beam Rifle / Electric steampunk bot and I'm enjoying him so far. Early 20s and quite enjoy trying to paint everything with Disintegration and the Opportunity debuffs. Build-wise though I'm kinda stuck. Capped Smashing & Lethal (and Energy obviously) and tried to get Defense but only hitting 25-29%. Anyone got any suggestions? (Normal Carni rules apply, no swathes of purples and no Winters Sets cos I can't afford them. At the same time this looks like one character who was made for the +Resist and +Defense the Winters grant but I can't afford it, have to keep all my babies slotted up). Feel free to remove and add things as you like other than that, even to the point of dropping a Travel power, I don't mind that with Rocket Packs and p2w runs being available, but no Psi Epic because it makes no thematic sense for this character Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Clunkerbot: Level 50 Science Sentinel Primary Power Set: Beam Rifle Secondary Power Set: Electric Armor Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Power Pool: Leaping Hero Profile: Level 1: Single Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(3), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(48), Thn-Dmg/EndRdx/Rchg(48), Thn-Acc/Dmg/Rchg(48) Level 1: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(5), Ags-ResDam/EndRdx/Rchg(5), Ags-ResDam/Rchg(9) Level 2: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(45), Prv-Absorb%(45) Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Rchg/ResDam(43) Level 6: Cutting Beam -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(13), SprOppStr-Acc/Dmg/EndRdx(15), SprOppStr-Acc/Dmg/Rchg(15), SprOppStr-Dmg/Rchg(17), SprOppStr-Acc/Dmg(17) Level 8: Boxing -- Empty(A) Level 10: Disintegrate -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(19), Dcm-Acc/Dmg(21), Dcm-Dmg/Rchg(21), Dcm-Dmg/EndRdx(23) Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(50) Level 14: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31) Level 16: Tough -- UnbGrd-ResDam(A), GldArm-3defTpProc(37), UnbGrd-ResDam/EndRdx(37), StdPrt-ResDam/Def+(39) Level 18: Refractor Beam -- Acc-I(A), PstBls-Dam%(31), TchofLadG-%Dam(33), ExpStr-Dam%(33), OvrFrc-Dam/KB(9), AchHee-ResDeb%(33) Level 20: Static Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(46), Ags-ResDam/EndRdx/Rchg(19), Ags-ResDam/Rchg(46) Level 22: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-Max HP%(46) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 26: Piercing Beam -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(36), SprSntWar-Acc/Dmg/Rchg(36), SprSntWar-Dmg/Rchg(36), SprSntWar-Acc/Dmg(37) Level 28: Lightning Reflexes -- Run-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(45), ShlWal-ResDam/Re TP(7) Level 32: Overcharge -- AchHee-ResDeb%(A), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Dam(39), Bmbdmt-Acc/Dam/Rech/End(40), Bmbdmt-Dam/Rech(40), Bmbdmt-Acc/Rech/End(40) Level 35: Power Sink -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/End/Rech(42), PreOptmz-EndMod/Rech(42) Level 38: Stealth -- LucoftheG-Def/Rchg+(A) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 44: Aim -- RechRdx-I(A), GssSynFr--Build%(50) Level 47: Super Jump -- Empty(A) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(11) Level 50: Ion Total Core Judgement Level 50: Reactive Core Flawless Interface Level 50: Musculature Core Paragon Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve ------------
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Cool. That makes sense. Thanks for looking. I knew the info was in there *somewhere* but that thread scares me. Bombardment would be another new AOE proc good for Creepers now too.
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Which procs? If I remember rightly some proc way more often than some others.
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Its not really a nerf. It's annoying but Corruptors, Controllers and Masterminds were spawning the 'Defender' version of the patch pseudopet. So really it's correcting that bug, which the original devs never did. Brings Tar Patch in line with "direct" resist debuffs. Id imagine Freezing Rain, Sleet and Disruption Arrow will get the same treatment at some point.
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Doing "City of converters" on a load of uncommon level 31 IOs you bought, crafted and converted yourself will probably get you there even quicker to be honest. Like I said above I don't bother buying Purple sets but I've found this gives the most bang for my Merits for ATOs and other sets I do use. I turned around 40 merits into 120 converters and then roughly 80 million yesterday using this method (apparently it's 82 million with 6 or so still pending, but this char had < 10 million in his wallet when I started). Most rare enhancements get you 1-2 million, damage procs 1-4 million, most defense ones 2-5 and uniques go from 3.5-7.5. Doesn't take too long either so long as you're willing to wait a day or two for your uncommon bids and aren't selling everything at "Sell it now" prices.
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This. Lots of people chase Purps and Winters when in fact they may not even be the best option for a character. Certainly they aren't the most cost effective. None of my builds use them (other than an odd smattering of purple procs as a nod towards "Final Build") and all of them achieve their goals. Most of my 50s absolutely cream the end game despite a lack of purples and Winters sets.
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That's a nice build. My Water/Temporal had something very close to that. Word of warning on Spiderlings, without a support set to keep them alive they die very easily. Tactical might be better for this but I ended up going the Ice route instead for Hoarfrost because the spiderlings were so fragile. Which was a bit of a struggle since Snow Storm is pretty useless to me and I love Scorp Shield. Pity it's got that bit of toxic resist in there or Adrenal would give you 60 seconds of 60% extra defenses from it.
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This. Although the Blaster version is fabulous. Anyway Dark Affinity is an amazing set. The Fade fix kinda normalized it but it's still great. Fade being on a 60 second timer is kind of annoying compared to Farsight and Black Hole is entirely skippable. Darkest Night I tend not to bother with unless it's an AV where the -Dam might be useful. And apparently Tar Patch is currently marked to ignore resistance, I assume a coding error from when they were separated into individual AT versions in the last big update. Surprised that hasn't been fixed yet.
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I think the free activation is key there. You throw it in, youve added "defense" to the whole team for free. With Ice itd be another power making demands to be used. Corrosive looks to be a waste of time. Checked it ingame yesterday and the damage seems pitiful. Hit 27 yesterday so ive started getting thunderstrikes and artillerys slotted. The combo of Adrenal + Scorp Shield intrigued me yesterday until I realised that Scorp grants toxic resist, so Adrenal wont boost it while up sadly (interesting for a Forcefield or Time support though) What is interesting about the build is the amount of Recharge you are constantly layering on top of yourself. Set Bonuses and Hasten, obviously, but then you've got 20% from Agility, 30% for 10 seconds from Upshot, the occasional (about 1/3 of the time) 30% from Adrenal Boost and bursts of 100% from Forced Feedback for 5 seconds from Umbral.
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Geyser gets extra base damage from addtional Tidal Power, so Build Up + Tidal Forces (either also with the Chance For Build-up) and your build will be doing over 1000 damage with Geyser according to Mids. So maybe that's the difference, you're viewing his with 3 stacks of Tidal (remember Tidal Forces gives you 3 stacks of Tidal Power). You can't really build for Damage Bonuses, they are so small in the grand scheme of things they aren't really worth chasing. You can slot individual powers with procs but I think your slotting for Geyser is good overall. Probably better than mine and mine flattens +4 spawns, minions die immediately, DoT finishes off Lieuts, and the bosses are half dead (usually I lob in a Water Burst to make sure of the lieuts and catch bosses, and then single target attacks). I chased Ranged Softcap (and NRG / Neg almost as a side effect of that). Somewhere in the 30s Smashing / Lethal, because I like defense epic shields and then recharge, recharge, recharge. More recharge means quicker Geysers and AOEs so it's the best way to do "moar damage" over time.
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I don't know Ice well but on Water Blast Dehydrate >>> Hydro Blast. Damage is equivilent but Dehydrate will constantly be healing you as well. Whirlpool is a targetted AOE Damage patch. You should slot it as such. Procs AREN'T good in it. There's a new Targeted AOE Damage Set, Artillery which is essentially a Targeted version of Thunderstrike giving a decent Ranged Defense set bonus. Very useful for getting to softcap. Also for any "placeable" power there's a slash command which gives you better control of how to place them : powexec_location. You can use to to make a macro so you can cast Whirlpool on top of a target like : /macro WP "powexec_location target Whirlpool" The other new targetted AOE set is Bombardment. This gives a recharge set bonus (not quite as much as Posi's Blast) but the enhancement values are better balanced (you don't end up way overslotted for damage and underslotted for recharge). There's a "No purples" Water/Time in my sig which may be useful for you.
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So I was in the Corruptor forum making a Dark / Trick Arrow build for someone (two sets I played ages ago, but not together) and it reminded me how sad Dark Blast used to make me with its useless AOE Stun and totally mismatched cones and (back then) poor single target damage. Trick Arrow is also a set which has been begging for a pass for ages. So then I went to look at the Blaster versions of both, Dark Blast seems much better on Blasters (Nightfall and Torrent, both meh cones, got together and had a beautiful baby combining their best parts, Dark Pit has been gotten rid of in favourite of a moderately useful ranged hold, quick snipes are now a thing). Tactical is great too, the powers it gets from Trick Arrow again seem much better than their Trick versions. So I've been playing this over the last few days and really enjoying it as a kitey Blastroller. Decided to try and go down the "lots of recharge" route with the new Pool power, Forced Feedback and Upshot. I'd quite like to get Corrosive Vial in their as a poor mans Oil Slick too but no idea if its good / useless or somewhere in between. Considering switching Flash Arrow out for it (Flash used to be unresistable in Trick Arrow, is it here?).