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Mnemnosyne

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Everything posted by Mnemnosyne

  1. I don't know exactly what they will actually do to limit the command, that was just my hypothesis that it might be limited to function only within range of the portal. The reason why a command would still be useful in that case is precisely to enable the use of something like this popmenu, which could not work without one.
  2. Working for myself, I started to create a popmenu to allow quick and easy access to some of the bases the community has so kindly provided as amazing RP venues. After working on it, I realized this would probably be a nice resource for the community, so I am making it available to everyone here. Not every base is included here; at the moment, I've gone to a number of bases and added the ones I thought would make good RP venues, and that I could imagine myself using with any of my characters. No doubt I have missed some cool ones; I may also have decided not to include one simply because I didn't imagine myself ever RPing there with my characters, before I decided to make this available to everyone. I will probably update this in the future, but sporadically; do not expect highly regular updates. The format of the file should be obvious enough for anyone to add bases for themselves if they have one they want to include, as well. The Homecoming team has said that the enterbasefrompasscode command will be deactivated eventually, but they have also stated that they want to keep the functionality of being able to enter bases through a command; that command will just be more restricted than the current one. At that time, I will definitely update this to keep it functional with the new command, which will presumably require being near a base portal to use, or something of that nature. Instructions: Unzip this file into your City of Heroes folder, it should create the necessary directory structure if you don't already have it. Once in game, you can access the popmenu with "/popmenu bases", or use /bind <key> "popmenu bases" to create a keybind to activate it. Base Popmenu.zip
  3. I suspect the numbers have an even simpler answer: Homecoming was (and still is, I believe) the easiest server to find, once you hear that CoH/CoV is back. Most of the places I've heard about it wind up linking/instructing people how to get on Homecoming. Therefore, HC became the most popular server early on. Having reached this level of population, it would be extremely difficult to get a significant number of people to switch to one of the far less populated servers, so it's self-maintaining at this point; the HC team would have to colossally screw up in order for one of the other servers to reach the tipping point. It wouldn't be enough for one of the others to be slightly better (which I don't think they are at this point) it would have to be massively better by an absolutely huge margin. I DO wish HC would focus more on costume stuff. That's definitely more important to me than more story arcs or even more powersets, but I definitely see them doing work, just not the same kind of work as the other servers. Hell, they spent who knows how much (I'm sure a lot) of effort on the 64 bit client, and other backend stuff that's generally not visible but will make it more feasible to improve things. So yeah, I really wish I could get the costume stuff that I see appearing elsewhere NOW, but I'm at least hopeful they'll get around to it.
  4. The Overwhelming Force: Knockback to Knockdown IO fails to convert knockback to knockdown, at least in the Brute version of Claws Shockwave. Replacing it with a Sudden Acceleration: Knockback to Knockdown results in it working correctly and knocking enemies down rather than back.
  5. The main things I would like to see for this command are to retain the convenience as far as selecting bases goes. There's currently no other way to make a macro that will take you to a base, even if you're at a base portal. So what I would strongly favor seeing to replace this is: Base teleporter power becomes similar to the Ouroboros portal. Keep in mind that the O-Portal is already effectively a 'delayed base teleporter' itself, since you can jump to a zone where you can very quickly access the base portal, it just requires two extra zone transitions to do so. So I'd copy the Ouroboros portal, MAYBE slap one more minute of recharge on it over what the current portal has, and call it a day. /enterbasefrompasscode command continues to work, but only if you're within range of a base portal. The same range that the game already calculates to determine if you're getting Monitor day job progress can be used for this. This is because it will continue to allow us to make macros and keybinds to take us to particular bases; without it, we always have to open up the text entry box and either manually type or tab out to a document saving base codes, copy-paste one in, and click to enter. And finally, that the command continues to work from inside a base, so we can transition directly from one base to another instead of having to hop out and back in. There's really no reason not to allow this that I can possibly imagine. Really, I could live with just the command continuing to work when within range of a portal and inside a base, the O-Portal-like base teleporter power is nice but not a necessity. But being able to continue using keybinds and macros to enter bases/jump from one to another without constantly having to exit and re-enter, that stuff is really important to me. Some of this has probably already been said, and I didn't read the full 8 pages, but assuming it has, consider me another voice giving this opinion.
  6. I had been looking for a Dark/Dark tanker build and came across this one, which I like a lot, but I've made a couple minor changes. Swapped to Fly for concept reasons, dropped Summon Widow for Afterburner, but the extra slots in Hover let me put more +Defense enhancements in it, so don't lose that much defense from the set bonus that was in Summon Widow, plus, Afterburner gives me a place to put a 5th Luck of the Gambler recharge. But perhaps most notably, I dropped Siphon Life for Smite. With the amount of +Recharge this build is running, Dark Regeneration was MORE than enough to keep me alive against everything I tested against, and the single-target damage/heal from Siphon Life was kind of irrelevant. Smite fits more smoothly into my attack chain with an animation time a full second lower than Siphon Life (but more damage per animation second), and I also took it at level 2, so I had a stronger early attack chain. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam/EndRdx(5) Level 1: Shadow Punch -- Mk'Bit-Dam%(A), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg(46) Level 2: Smite -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(15) Level 4: Murky Cloud -- Ags-Psi/Status(A), Ags-ResDam(5), Ags-ResDam/Rchg(9), Ags-ResDam/EndRdx/Rchg(21), Ags-ResDam/EndRdx(27) Level 6: Obsidian Shield -- HO:Ribo(A) Level 8: Dark Regeneration -- ThfofEss-+End%(A), TchoftheN-Acc/EndRdx/Rchg(19), TchoftheN-Acc/EndRdx/Heal/HP/Regen(25), TchoftheN-Heal/HP/Regen/Rchg(27) Level 10: Boxing -- Empty(A) Level 12: Cloak of Darkness -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def/EndRdx(13) Level 14: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(33), GldArm-End/Res(33), GldArm-3defTpProc(36), GldArm-Res/Rech/End(43) Level 16: Cross Punch -- Arm-Dam%(A), Arm-Dmg/EndRdx(17), Arm-Acc/Rchg(21), Arm-Acc/Dmg/Rchg(23), Arm-Dmg/Rchg(23), FuroftheG-ResDeb%(25) Level 18: Death Shroud -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg(40), SprGntFis-Acc/Dmg/Rchg(19) Level 20: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(50) Level 22: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(50) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 26: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(46) Level 28: Soul Drain -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit(31) Level 30: Taunt -- Range-I(A) Level 32: Maneuvers -- LucoftheG-Rchg+(A), Rct-Def/EndRdx/Rchg(36), Rct-Def/EndRdx(40), Rct-ResDam%(43) Level 35: Dark Consumption -- Acc-I(A) Level 38: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(39), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/Rchg(40) Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg/EndRdx(42), Apc-Acc/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dmg/Rchg(43) Level 44: Dark Obliteration -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(46) Level 47: Afterburner -- LucoftheG-Rchg+(A), Flight-I(48) Level 49: Darkest Night -- HO:Enzym(A), HO:Enzym(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(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7), Mrc-Rcvry+(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod/Acc(A), PrfShf-EndMod(7), PrfShf-End%(34) Level 50: Barrier Core Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Melee Radial Embodiment Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1520;720;1440;HEX;| |78DA65934B4F135114C7EF74A6E0B4050A2D2D4F8102B6B4B47404243E898A18952| |6241877A6196128954AC914125D9A181F892B17BA75E173E3D6077E0E6260E12750| |8C6F8C3A9EDEFF019BF4A6D3DF99FF9DF3B88F93B93AE17B71FAFAB8507C270B66A| |9943D6F2E2D5AB63B63E6F2B3A23C6AE969859A9DB0E6ADA592959A30EDC5EC71FB| |4AD10EF34CC62A58AC4B53D44D178B85D4643EB7B0925FCA79F15628BF7AA43DB36| |C59730DD29CB2CC39CB2E2DE497C3A796F3B3A913F6EA8A959D29AE16B219B3B462| |D9D75AA886417A5EE9F4A794AB7254B1AD0A6168C2F595F913D4BE81DF75C1C3718| |B4521B5FA05D09F037B2E33F360721EFCA1731ACAA3AC239EE71D7303ACDF045FD3| |B72A6AD2D45105358C807B0C30380CB6A5C137E4E3868F701F2368AA58D3CB7BADC| |89CB54D14BB53134D61E46809816D4150A143C1F21CA13B34C45B7AF522A2CBDB8C| |2CBE4099BAF0F94195BCEAB8D2BAB022337487980622F7EE07E369F06EBF100DBC8| |B0D475DD8BD2360F030183AC43C08B68CC3F725D5D4C8F91AEF6852EBBBCDBC0546| |6F804D37412FD518403E25B08178C626A8D35C339F7E33AF7128C8F48346008CD0B| |7617CAB841342AEBF9BA9D15C2BC769E538BD675439D7370926CF610DBF690DEDB2| |071C77FB73D4D1F18CF914DCFB84F998F908DC26DF4E3EA5CE386E562385EAE2DC5| |D3BB93F2367740B8C7F41EE3FE41FC18D109136F8FF25AD9FF7B43F813CFBE2CC01| |660C8C46C1590A17431D5ACC803690660E3153603C095AE493609FC418B4C103CC5| |1E608981C06454888149F5D6AE77C7AB1E7EF7D42A4792E3D861B6F303BB4DD4EA5| |5FF9360F68BB7DEEC4AB66D3558A51A50C57292355CA549532ADEDF6BD50A4A2FBA| 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  7. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Radiation Melee Secondary Power Set: Radiation Armor Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Contaminated Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg(40), SprBlsCol-Acc/Dmg/EndRdx(42) Level 1: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-EndRdx/Rchg(7), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(13), Ags-Psi/Status(15) Level 2: Radioactive Smash -- FrcFdb-Rechg%(A), CrsImp-Dmg/EndRdx(25), CrsImp-Acc/Dmg/Rchg(27), CrsImp-Dmg/Rchg(27), CrsImp-Dmg/EndRdx/Rchg(40) Level 4: Gamma Boost -- Heal-I(A) Level 6: Proton Sweep -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(15), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(45), SprUnrFur-Acc/Dmg/EndRdx/Rchg(46), SprUnrFur-Rchg/+Regen/+End(46) Level 8: Radiation Siphon -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(13) Level 10: Fallout Shelter -- ResDam-I(A) Level 12: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(25) Level 14: Boxing -- Empty(A) Level 16: Radiation Therapy -- Empty(A) Level 18: Irradiated Ground -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(19), FuroftheG-Dam/End/Rech(19), FuroftheG-Acc/End/Rech(37), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-ResDeb%(43) Level 20: Beta Decay -- CldSns-Acc/EndRdx/Rchg(A), CldSns-ToHitDeb/EndRdx/Rchg(21), CldSns-ToHitDeb(21), CldSns-Acc/ToHitDeb(37) Level 22: Maneuvers -- LucoftheG-Rchg+(A) Level 24: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(45), ShlWal-ResDam/Re TP(45) Level 26: Devastating Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(29), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(31), Hct-Dmg/EndRdx(31), Hct-Dam%(31) Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(37) Level 30: Tough -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(42) Level 32: Atom Smasher -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Arm-Dam%(34) Level 35: Ground Zero -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(43), Pnc-Heal/Rchg(46), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal(50) Level 38: Meltdown -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 44: Weave -- LucoftheG-Rchg+(A) Level 47: Soul Tentacles -- Rgn-Knock%(A), Rgn-Dmg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Fusion -- RechRdx-I(A) 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: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Melee Core Embodiment Level 50: Musculature Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1540;685;1370;HEX;| |78DA9594D94F135114C6EFED4C85969652B11484524068E9426DD95416898A98084| |D8824BE924A47685269D325D1471F7C7205637C757D749717FF1D8D3B6AE2FE341E| |EE770492494CBCE9E4D7F9EE7CE77E73EECCA4CF4EBA1E1E3B3F2164DD917CA65C9| |E3F5CAA568CDA74B592A9E40ACB9AA0514347ABD2E7D346DE30122732D99C9AC679| |007393C66963B9BC7DF650E94CA1249CB385423E3157348CAC47FD9D313259A3545| |ECA155D7FCF8BB9E545B73A99CA2D2E55E8CC7FB4985B48A0F25CA19A9F4F67CA15| |A374AE99C20CD371312478989AB8A10B91D24568050C5F0323ABE0838D6BA5BAD62| 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|-------------------------------------------------------------------| I'm trying to work up a Rad/Rad myself, and here's what I've come up with so far. I completely ignored defense in favor of Resistance (which I honestly have no idea if this is a good idea or not!). Without any Incarnate stuff, it has really solid resists - not quite capped anywhere but Fire, but it's solid across the board. This, plus the recharge so that Radiation Therapy and Particle Shielding can be used very often, feels like it'll probably keep me alive. Assuming FF: Chance for Recharge procs a couple times, I'm pretty sure it's also got perma-haste, which means Meltdown has a recharge time of under 138 seconds, so it can be on roughly half the time, which caps out all resistances but cold, negative, and psi during the time it's active. Once we bring Incarnate stuff into it, Melee Core Embodiment, even with 0 enemies in range, does all the time what Meltdown did half the time - caps out all resistances except Cold, Negative, and Psi. With Meltdown, that caps out ALL resistances except Psionic, which sits at 87.1...until you get 3 enemies in range, and then it's also capped. If FF: Chance for Recharge isn't enough to perma-hasten, it is possible to take Agility and definitely get Perma-haste, but this shouldn't be necessary, I don't think. At the moment this is all theory only - I'm planning on building and testing it soon, but right now, I'm just looking at numbers. I'm SURE I've made mistakes and this could be a lot better. I've probably put slots in some of the wrong powers, just cause I have no actual play experience with them. But it looks like a solid start to work from. If ignoring defense as much as I did is a bad idea, it's actually got at least a little baked right in - just toggle on all the defense powers I put in so they could hold LotG Recharges, then swap Tough's slotting for the two +3% global defense enhancements, and it gets up to 24.2% smashing/lethal/melee, and 19.8% fire/cold/AoE, with 15.2% to everything else. Not great, but it's something.
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