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eknudson

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  1. I sometimes did that... couple times a 50 dropped a bunch of inf on my lowbie as a thank-you, which was much appreciated! Redside before they added Lord Schweinzer getting all the mayhem explore badges could be a huge PITA. I remember going back to low levels broadcasting to see if anybody had the mayhem and wanted help.
  2. It was a different game, certainly. The early levels could be very tedious, trying to finish battles with attacks that didn't hit much of the time because TOs have always been nearly worthless and DOs were barely worth buying on limited budgets, lack of stamina, and limited travel. With few actual attack powers since 5 early picks were spent on fitness and travel and some remaining picks had to be spent on defensive powers. CoH to me, then, was much more about the journey. It was a challenge to get a character leveled but I enjoyed the missions, the teaming, and the challenge. Most of my characters that hit 50 were then mostly parked because there wasn't all that much to do at 50 (Raids, a few TFs, but it was limited). I didn't understand getting a fire/kin to powerlevel you to 50 back then but that wasn't the way I played the game.
  3. I remember getting my spines/dark scrapper to 20 and 22 before inherent stamina. THAT was a slog. Lots of time spent on a knee. No early travel was worse without ninja run, and trying to navigate the old Hollows mission doors without a travel power caused a lot of deaths to pumicite but I quickly learned to get to Kings Row for that raptor pack almost first things out of the sewers! Edit-- who designed the old Hollows and worse the old Faultline and thought "players will love this!"? And did that person get put in charge of too much of redside?
  4. It's not a priority, but I've found Touch of ToHit debuff to be a handy power when my build wasn't soft-capped. Useful against hard-hitting bosses, out of the box it's 90% accurate, and does 22 seconds of 11% ToHit debuff on a 8 second timer. Not an every fight power, and I commonly respec out of it once the build is fully grown but it's useful when levelling. Every dark melee power does some -ToHit but ToF is the big hammer and can be a useful way to start a fight. The fear side effect can be nice against annoying minions and lieutenants like sorcerers and sappers. Jab should be better than Boxing. Minor edit-- ToF is a 22 second fear, but 20 seconds of -11.25% ToHit.
  5. eknudson

    Sleet

    What's the best way to slot sleet, in your opinion? It definitely needs recharge. I don't think it needs much if any accuracy since the knockdown seems autohit, and there are so many little attacks that just one needs to hit for the -def debuff to kick in. The damage doesn't seem worth enhancing. I'm told that damage procs don't work all that well in it, though I'm tempted to through in an Achilles Heel -res proc anyway. So how do you slot sleet on a cold MM?
  6. I'm not yet 100% convinced. If you have a team together and run repeated winter lord trials, probably. But if you are spending time putting the team together each time as people depart and then fighting through the WL and the guardians with the usual pick-up group challenges where not everybody understands that fighting the WL when the guardian is up is pointless-- I think there may be a better way, depending on your character. My tank can beat the lady winter mission in a few minutes. Might take a little longer including finding the door. I can do that four times at 5 candy canes each faster than I usually can get a league together and then fight the whole winter lord trial. Have to have pretty good resistance, though. She hits through defense WAY too well.
  7. According to this scrapper DPS chart, if you can get to 257% recharge on your powers, clobber - shatter - jawbreaker is best. Clobber - shatter - jaw breaker - pulverize is roughly 72 DPS vs 75.5 DPS at only 200% recharge so not much worse at a much easier to achieve recharge.
  8. Alternately, my tank did Posi 2 solo with a lot of purples. And a backup radio. And a warwolf. And envenomed daggers. If you decide to do this, be sure to clear the spawns around the base of the towers below Dr. Vahz' bridge. He does some heavy knockback powers occasionally, and will knock your allies off the bridge. If there are too many abominations still alive, it takes too long for them to make it back-- if they make it back at all.
  9. Since I never use alts to fund each other, have found low level IOs at prices cheaper than DOs, and I can resell my level 25 IOs when I respec at 32 for a profit, I respectfully disagree. I do mix in some DOs, since accuracy IOs are hard to find cheap, but if I can get a level 15 damage IO for less than 1,000 why would I not? I mix and match sets and SOs in the 20s and 30s-- it's near impossible to find anything reasonably priced in sets like defense or resistance-- but for things like melee damage and holds for example, there are super cheap options that outstrip SOs, and again if I respec later I can resell them for a profit which I can't do with SOs. And respec's drop often enough in this version of the game that I haven't run out yet. Edit-- to be clear, I disagree with anybody who says that SOs and DOs are entirely obsolete. Some IO sets can be just too expensive unless funded by an alt. Even end mod IOs, for example can be really hard to find. But I also disagree with anybody who says that it makes sense to always ignore IOs until late game. Aside from some IOs being crazy cheap pre-crafted, my most recent 50 (an end-challenged dark tank) found the 20s far more tolerable slotting a mix of focused smite and smashing haymaker acc/dam and dam/end in his main attacks at 22 and leaving them there until 37. Those sets cost not too much more than the SOs at level 22, over the course of 15 levels cost much less, and then at level 37 with a respec they gave me a tidy profit.
  10. It's crazy how cheap you can buy a crafted level 15 or 20 IO. Not every IO, but looking at WW right now, level 15 damage IOs just sold for 55 inf. Recharge IOs for 1000 inf. At that price, I don't think it's a waste of inf. I'm a fan of putting some low bids out on generic level 15 or 20 IOs and then replacing them later. I like to mix and match some cheap sets with terrible bonuses at 22 (like Focused Smite acc/dam, for example) and then I might even run a respec at 32, replace those level 25s and resell them for more than it cost me to make them.
  11. Here's basically what I'm currently running-- I have enough budget for about one, maybe two purple / tank sets but not enough to completely fill out the build. Cannot afford 4x shield wall at this point, but I'm working on getting some cash to fund upgrades since Irradiated Ground lets me almost AFK large spawns to see what drops. Capped psionic, 89.8% S/L resistance, 80% negative, those don't hurt. 48.7% energy and 44.6% toxic does, but I have my energy defense up to a helpful level now at over 39%. Will be a bit higher as soon as I finish my alpha slot. Reconsidering the energy epic, even though laser beam eyes fits the concept really well. Hero Profile: ------------ Level 1: Dark Embrace RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(3), RctArm-ResDam:40(3), RctArm-ResDam/EndRdx/Rchg:40(11) Level 1: Contaminated Strike TchofDth-Acc/Dmg:40(A), TchofDth-Dmg/EndRdx:40(5), TchofDth-Dmg/Rchg:40(5), TchofDth-Acc/Dmg/EndRdx:40(13), TchofDth-Dmg/EndRdx/Rchg:40(13), TchofDth-Dam%:40(48) Level 2: Murky Cloud RctArm-ResDam/EndRdx:40(A), RctArm-ResDam:40(7), RctArm-ResDam/Rchg:40(7), RctArm-ResDam/EndRdx/Rchg:40(11), StdPrt-ResDam/Def+:30(17), StdPrt-ResKB:30(19) Level 4: Proton Sweep Erd-Acc/Dmg/Rchg:30(A), Erd-Acc/Dmg/EndRdx/Rchg:30(9), Erd-Dmg/Rchg:30(9), Obl-Acc/Dmg/Rchg:50(19), Obl-Dmg/Rchg:50(21) Level 6: Obsidian Shield RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(15), RctArm-ResDam:40(15), RctArm-ResDam/EndRdx/Rchg:40(17) Level 8: Dark Regeneration Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(21), Erd-Acc/Dmg/EndRdx/Rchg:30(23), ThfofEss-+End%:30(23) Level 10: Death Shroud Erd-Acc/Dmg/EndRdx/Rchg:30(A), Erd-Dmg:30(42), Erd-%Dam:30(42), Mlt-Acc/EndRdx:50(43), ScrDrv-Acc/Dmg/EndRdx:50(43) Level 12: Cloak of Darkness LucoftheG-Def:50(A), LucoftheG-Rchg+:50(27), Krm-ResKB:30(29) Level 14: Combat Jumping DefBuff-I:50(A) Level 16: Radiation Siphon Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(48) Level 18: Taunt MckBrt-Taunt/Rchg:50(A), MckBrt-Rchg:50(40), MckBrt-Taunt/Rchg/Rng:50(40), MckBrt-Taunt/Rng:50(42), MckBrt-Taunt:50(46) Level 20: Fusion RechRdx-I:50(A), RechRdx-I:50(50) Level 22: Boxing Empty(A) Level 24: Tough UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(25), UnbGrd-ResDam/EndRdx/Rchg:50(25), UnbGrd-Rchg/ResDam:50(27), UnbGrd-EndRdx/Rchg:50(37), UnbGrd-Max HP%:50(48) Level 26: Super Jump Empty(A) Level 28: Irradiated Ground Erd-%Dam:30(A), ScrDrv-Dam%:50(29), Obl-%Dam:50(33), Arm-Dam%:50(33), AchHee-ResDeb%:20(33), TchofLadG-%Dam:50(34) Level 30: Weave ShlWal-Def/EndRdx:50(A), ShlWal-Def:50(31), ShlWal-Def/EndRdx/Rchg:50(31), ShlWal-ResDam/Re TP:50(31) Level 32: Hasten RechRdx-I:50(A) Level 35: Devastating Blow FcsSmt-Acc/Dmg/Rchg:40(A), FcsSmt-Acc/EndRdx/Rchg:40(36), FcsSmt-Dmg/EndRdx:40(36), TchofDth-Acc/Dmg/EndRdx:40(36), TchofDth-Dmg/EndRdx/Rchg:40(37), CrsImp-Dmg/EndRdx/Rchg:50(37) Level 38: Atom Smasher Mlt-Acc/Dmg:50(A), Mlt-Acc/Dmg/EndRdx:50(39), Mlt-Dmg/EndRdx/Rchg:50(39), Mlt-Acc/EndRdx:50(39), FuroftheG-Dam/End/Rech:50(40), FuroftheG-Dam/Rech:50(43) Level 41: Conserve Power RechRdx-I:50(A) Level 44: Laser Beam Eyes Thn-Acc/Dmg:50(A), Thn-Acc/Dmg/EndRdx:50(45), Thn-Dmg/EndRdx/Rchg:50(45), Thn-Acc/Dmg/Rchg:50(45), Rui-Acc/EndRdx/Rchg:40(46), Rui-Acc/Dmg/Rchg:40(46) Level 47: Physical Perfection Heal-I:50(A) Level 49: Maneuvers LucoftheG-Def:50(A), LucoftheG-Rchg+:50(50) Level 2: Health Pnc-Heal/+End:41(A), NmnCnv-Regen/Rcvry+:41(34), Mrc-Rcvry+:40(34) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-EndMod:41(A), PrfShf-End%:41(50) Level 50: Agility Core Paragon ------------ http://www.cohplanner.com/mids/download.php?uc=1466&c=706&a=1412&f=HEX&dc=78DA6594DB4E13511486F774A6604B0B9402E5DC520BA545061ABD53638C800121214A88E766029BB650A6CDB426A257BE82897A65142FBD209E12CF173E800FE20134C6039A685D9D7F516366D2F69BFDEFB5D7BFF69E359DBD3CEEDB3C7EED88507CC7F246A9949E37CC556979E7E562D62CE40B997551BDEAE9DB89A9F4B85C966649EAE386B59A3E6AAD15AC1E9E99957929F593C652CE28E70A26C68129332B2D6996F5DD1BDF5CA190D767A451CC9919BF3D98CC65B2651A79EDD1A9A2944B4DBB514BD22A6573C5E04431B7A84F98D2CAACA7678D52595AEB1D54D6207D9F79E847A9165A51451FDDC435E10A33A3A0B71FDC8C0BBE2A6E7156D89A768E791EF45D605E0447D3E073F251E0E356D8A78EF3D785FFF7690E117B35D1D2013E205F15BE9AFAD1656B7BB6981FC0963FC494265A7F832FC8CFCDFB72B35F23FB34B26F33FBBDA4D87ABBB88A5AFF1EF95AD9A79D7DDA5B549B4F29D6C3B578782EF18EB90D264BC2AE2179057C450B1A508BABA155B1B5AE36B06747203FF5891F31C2DF87750F69DF4DF0529A96A18DAE804F682EC0750472D8737C8DB90226F2E048167C9D1022C8F982C3C893622AE4DF8639D156A14BA8A484F88985BEAA7654C737E60ED8F5038C7D07477F82215ADBC9D93AED6C5F8684E8E6DEE9E673EAB90AEF88C0AAC861D41979430C6AA2FF2DC61A65EBE567D93B89D8BE69E614F30418A5D8303B87796F8FE8ACA2EC1D3D837EDC7B9AB9C0E4BE8D71DFC624D63EA6B503BC76A0086DB0CCBCC4E4E71D3F841A9207C13B8421AE65886BD9206D98F30DDF86B66F83798F79171CB9815A466E82F7FD42E8DC237A0C3101DAEF1834658C7B2BB5DB5B5AED7DA54FF52924B4DADB5E493A66C71C4ACAA1EC7728071CCA8C4399D3D89614C5563CCDB577BAB2E5ADFD37F0ECA77F8A4BE9AF1E2375C382024EE3ADDD76ACFAECADB928CA75971D9DBA05FE6AA72361BFBF8A94F618
  12. People running a dark armor tank-- how do you deal with energy damage? I'm trying to add some mitigation with IOs but there aren't THAT many good energy resistance set bonuses and incredibly few energy or ranged set bonuses that I can seem to get in my build. I'm pretty darn hard to kill against smashing, lethal, negative, or psionic. Not too bad against fire or cold. I feel way too fragile against energy or toxic damage and toxic defense seems to not exist. Enemies like Anti-matter's clockwork that do lots of energy damage, debuff the defense that I've been able to get, and are perfectly happy sitting at range outside of my damage aura are terrible for me! I can corner pull / herd a lot of these guys into my damage aura solo, but it's harder to pull off on a team. Any suggestions other than currently out of my budget superior sets, or eradication which caps at level 30?
  13. It doesn't suggest that there are any special requirements about where enemies have to be defeated-- so far I don't see anything that does but it's sure a rumor in-game and people get MAD if you're defeating enemies anywhere else.
  14. Is it true that enemies must be defeated at the banners inside the circle? I see this mentioned in-game a lot but I don't see anything on the wiki to support it. The defenders are quite happy to stay at range so without a taunting tank it's not that easy to pull them in and any pets are quick to attack them wherever.
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