Jump to content

r0y

Members
  • Posts

    336
  • Joined

  • Last visited

Everything posted by r0y

  1. I have re-edited the Freebies PopMenu and will include it here with instructions: 1) Download my latest freebies.mnu version 20200309.01 from HERE 2) Copy it to your game's ..\data\texts\English\menus\ folder. You might have to create several of these if you have not done so before. See below for an example: 3) Close & Restart game client if it is running, otherwise fire up City of Heroes Homecoming... 4) In game, create convenient macros to use freebies.mnu: A) Large, original menu: /macro F "popmenu freebies" B) Smaller, compact menu: /macro f "popmenu freebiesc" (note the "c" for compact) 5) I recommend creating a floating power bar (click the "+" see below) and drag the bar to your upper left, as popmenus like to cascade right and down only it seems. 6) Then put your macro(s) ("F" and "f" from step 4) into the new, floating tray you just made. Voila! Hope this helps, and let me know if I messed anything up! -r0y Updated 08 Mar 2020 fixed an ordering issue with the compact menu and added the Artillery set. Updated 09 Mar 2020 to include @AboveTheChemist's cool badge-granting submenu!
  2. I also typo'd it is "texts" (plural). Not sure why putting it in ../data/texts/English/menus/ isn't working for you, as this badge-thing is a great popmenu.
  3. I like the concept of the new support powerset. I went to make one on the test server, but keep crashing to desktop while leveling it up at Ms. Liberty. I also CTD'd leveling up a DM/Shield Brute at Ms. Liberty, so I'll hold off on test for now. That said, I cannot wait for the changes to DM to go live; DM is one of my favorite sets, but it pains me to see how it (and EM) got left behind. I don't play stone melee, but that is also another set I rarely ever see. I also am excited for the RP'ers (I play on Everlasting, but don't really RP), they love the thematic stuff (e.g. origin pool powers, etc). While I am sure it is brought up elsewhere, are there current or future plans for costume sets/pieces - or even "fixing" of various costume-related issued (e.g. clipping, re-ordering/re-naming categories, etc)?
  4. Any plans on adding the new sets that are on the test server(s) now? The Synapse Shock, Power Transfer, etc.? (ref thread) Thank you for your hard work and dedication, the popmenu has been a GODSEND for me, I cannot thank you enough.
  5. The proper folder is TEXT, not test. Put them in ../data/text/English/menus. For example, I have CoH installed on my E: drive, so my path looks like this: E:\CoH\data\texts\English\menus Hope this helps
  6. While I get the concept, both powers have almost a 3-second activation, which means that in 6 seconds, you'll have "almost" 2 nukes. Add in an aim and/or buildup, and you're adding another 2.5 or so seconds (just over 1s each, plus arcanatime); that's two really decent nukes (do trip mine and time bomb increase damage based on aim/bu?) in about 8+ seconds. Now, I don't know about you, but in iTrials or large teams, 8 seconds is WAAAAY too long, as the entire mob is evaporated within the first 2-3 seconds, and only a couple boss-level stragglers remain, if any. Just ask any melee toon that has Total Focus, Thunderstrike how often their mob is dead before the über-long activating hit finishes going off. For solo, I can see it as fun and thematic / practical. In teams, I skip at least time bomb. Trip Mine is a great filler to followup a fireball (in my Fire/Dev's case) in between Inferno+Fireball. It works decently on him.
  7. I am not a huge fan of ATO's and Winter Sets, as they are obscenely expensive. Until one can afford them, I made an interim build, a bit more survivable, slightly less damage (2-5%). I like flying, I bind hover/fly to my tilde key ( ` which is left of the 1 key) and then remap "t" key to toggle afterburner on/off. Hovering is fast (esp. with tac arrow's agility) and is the safest way to blast. Immobs kind of suck, but with high defense, they're a bit rare. If I enjoyed beam rifle and didn't already have 30+ level 50 toons, I might make one. I love my Fire/TA but don't play it as much since I love Fire/Dev the most.
  8. r0y

    Rad/ ? Worth It?

    You mean S/L and E? I've not seen anyone mix positional and typed defense before, though if you're blapping, maybe?
  9. r0y

    Rad/ ? Worth It?

    A) Thanks for quoting the long-ass build post, just to reply with 1 line... lol. B) Stealth (and invis?) lose ½ their defense when in combat. This is generally true for all stealth powers. C) Instead of using Invis to be "fully" hidden, use stealth toggle + sprint with a stealth IO in it. It will be 65' and good enough for MOST mobs that do not have +Perception (looking at you, nemesis snipers!)
  10. I loathe my beam rifle. I want to delete it and reuse the IO's. It feels so weak and un-fun. I actually like AR more (even though it's prob. less damage, it feels tougher). I would cry if I was forced to play beam rifle on a sentinel. Not sure why people play them; guess they're new to the game or don't min/max. If you must take beam, go blaster. Beam/Time would be decent, or Beam/Devices for great solo play and decent team play. Smoke grenade is your friend. Heck, Tactical Arrow would be awesome, but who wants a rifle AND a bow?
  11. r0y

    Devices. Stealth

    AR/Dev sniping is pretty sick, they recently "fixed" /dev, so now the targeting drone has the "crit ring" (e.g. stalkers) when out of combat to indicate the additional 60% damage (on top of it's constant 20% damage buff). Sniping with /dev is the second-best experience in the game for sniping. Second only to the utterly broken (why?) crit-insta-snipe scrappers can get (lol).
  12. r0y

    Devices. Stealth

    Field Operative + Stealth IO in sprint = 65.0' stealth radius. Done.
  13. I made a concept AR/Dev blaster (Bronko Nagurski) and he's very fun to solo and team with. I love /dev, and never really did AR, so I made one a while back. It isn't as button-mashing as most blasters, as one has to have a strategy to get the most out of AR. Ignite is awesome, but you need to use it mainly on locked down mobs, as the fear is gnarly. Trip Mine is used OFTEN, I'd like to slot it more, but my build is trying to get as close to S/L/E defense soft-cap as possible (42.8%/42.8%/37.7% currently, w/o incarnate stuff). Trip Mine, on a blaster, is NON-INTERRUPTABLE. This is good and bad: bad when you accidentally hit it, or change your mind, etc. Good because it's nice boom to fill in any gaps in your attack chain, etc. I use it most on my Fire/Dev blaster (which is amazing). Here is Bronko's current build, mostly on the cheap, as I was only doing a concept toon (I did drop Munitions, it's trash. Period.) Good luck and have fun with AR/Dev! -r0y
  14. Just lost mapserver on Everlasting (about 10:34am PST), guess we're all gonna wait...
  15. I have played a LOT of Earth control over the years. Earth is (IMO) the best control set in the game. The lock-down is amazing, and the debuffs are incredible. The price you will pay for this epic control set is DAMAGE. Even pooman (the pet) is slow/under-performing (better than Jack, but not by much). With all that, consider only playing in large teams and/or leagues. You'll shine with earth. Sonic, as anyone who's ever played it, including the posters above, will tell you: it's not a worthy set. If you want to try it out, do so on test server or something... +resist buffs are better with thermal, as the rest of that set is great. My favorite Earth Control pairing has to be /Dark. My Earth/Dark is a monster in teams, but that's because /Dark is amazing, too. I've also done Earth/Storm, which is a more advanced play style – albeit, much easier thanks to the addition of KB/KD procs. Also, Earth/Poison is also hard, but really strong against everything, including (especially) AV's and such. Earth/Rad, /Time, and /Nature are all very good, too. Earth/Rad is particularly gruesome (an easier version of Earth/Poison with more team buffs). These get hard to slot and set, because when you have a lot of powers worth taking, and they want a lot of slots, sacrifices have to be made. Power sacrifices were essentially eliminated due to P2W travel powers (ninja run, steam just, etc), but slots are still too few for some builds... Just a word of about Hover/Fly with Earth: Stalagmites (the AoE stun) requires you to be on the ground to use. It's a GREAT stun, I usually 5-slot purple stun set (Absolute Amazement), but Stupefy is good, as well. Get a lot of recharge and use it often after stone cages and/or quicksand for a nice AoE ghetto hold.
  16. I left the last raid (yesterday evening) when we got incan'd into the monster wall, followed by incan into hami. It was late for me and I was not really into multiple deaths and some childlike snickering. Sorry I just bailed, but that was probably best before I said something stupid. It cannot be easy "herding cats" to form raids so often, I get that. We seem to develop a level of familiarity that encourages people to be more "edgy" with one another (for whatever reason). I think that's a slippery slope for some, myself included. Thanks for posting this; I only hope the potential griefers and/or less civilized players read it.
  17. I am not sure what this means. I loaded the latest .mnu file, restarted client, etc. When I click on a badge I have, it is not setting it, so what do you mean when you say, "click on an option"? Also, I do not see Hero Slayer / Bloody Hands under defeats (or anywhere). It could be I'm blind and/or lazy... EDIT: Found it under Achievement→Mayhem (i25) list for some reason. In game, Hero Slayer/Bloody Hands is, in fact, listed under Defeats for me. This might be confusing for others.
  18. I did not know this, nor have I ever heard of a base Mag 1 protection... In fact, when I look at my Combat Attributes window, under Status Effect Protection, I see 0.0 for everything but KB (which I have a proc in a power for). Is it a "stealth" protection, you think? I'm curious about this. Thanks!
  19. Hmmm... you're making a decent case. Not sure how many holds that I am getting hit with are only mag 1... then again, I get all the mez's (hold, stun, sleep, immob, etc). Then again, I've begun to take hover/fly/afterburner on most toons (non-melee/tank types, anyway), so working in either CJ or Acro would be tough.
  20. Not to necro this, but I just started receiving this today on a character. It's a little annoying, not a lot, but something I would love to figure out how to fix... if I can on my side of things.
  21. Thank you! I didn't check, as I have no character with it, and didn't want to load up the Pineapple just to see.
  22. WRT the build above: I don't run tough (it's a mule) and my defenses are 50.7% S/L, 45% E - which is the majority of endgame stuff. He is nowhere near as survivable as my /Devices or /TacArrow (the -percep/-tohit powers are incredible), but he's a decent AoE beast. Aim+BU+Inferno, then Atom Smasher any stragglers. Like the Rad Melee set, Positronic Fist is annoying as all hell (unless soloing). WAY TOO LONG of an activation. I'm usually kill-stolen when in groups, and you're left sitting there for about 3 seconds not doing any damage. That's a lot of time wasted with a Fire Blast primary.
  23. Here is the build I currently run with. I rarely play this toon, as /Atomic is just not as fun as /Devices or /TacticalArrow or even /Time. That said here's Adam Fyre: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Adam Fyre-HC: Level 50 Natural Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(42) Level 1: Electron Shackles -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(42) Level 2: Fire Ball -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(9), Ann-Acc/Dmg/Rchg(9), Ann-Acc/Dmg/EndRdx(11), Ann-Acc/Dmg/EndRdx/Rchg(13), Ann-ResDeb%(15) Level 4: Negatron Slam -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7) Level 6: Combat Jumping -- Ksm-ToHit+(A), Krm-ResKB(7), DefBuff-I(43) Level 8: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46) Level 10: Ionize -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(11) Level 12: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(13), GssSynFr--Build%(23), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(46) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Beta Decay -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(17), CldSns-ToHitDeb/EndRdx/Rchg(17), CldSns-Acc/EndRdx/Rchg(40) Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37) Level 20: Metabolic Acceleration -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(21), PrfShf-EndMod(21), PrfShf-End%(48) Level 22: Tough -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(43) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/Rchg+(25) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Dmg/EndRdx/Rchg(36) Level 28: Atom Smasher -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(29), OvrFrc-Acc/Dmg/End(29), OvrFrc-Dmg/End/Rech(31), OvrFrc-Acc/Dmg/End/Rech(50), OvrFrc-Dam/KB(50) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def/Rchg+(31) Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 35: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def/Rchg+(36) Level 38: Positronic Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), SprDfnBrr-Acc/Dmg(48), SprDfnBrr-Acc/Dmg/EndRdx(50) Level 41: Assault -- EndRdx-I(A) Level 44: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(45) Level 47: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A), NmnCnv-Regen/Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3) ------------
  24. I suppose it depends on what you are farming and how you go about it. Personally, when I farm, it is all about speed. Period. While blasters present more burst damage for faster nuking of mobs, their hit point pool and defense/resists are too low. Even capped, 75% resists are pretty weak against +4's that will be hitting at least 5% of the time. Even with the recent tanking changes, I still feel that Brutes are the sweet spot for farming, if one is trying to be as effective as possible and farm in the shortest amount of time.
  25. Hate to necro this (heck, it's only been 7-8 months)... I was poking around Mids and noticed that Acrobatics takes KB IO's and there is a base, non-enhanceable mag 7 KB/KU protection, followed by a mag 2 that IS enhanceable (spell check does not like enhanceable, it may not be a real word - but it is today!). Further analysis shows the following: 0 KB IO: Mag 2 1 KB IO: Mag 3.53 2 KB IO: Mag 4.98 3 KB IO: Mag 5.51 So, in theory (but why would you), one could have a mag 12.51 KB protection from a 3-slotted (with level 50 KB IO's) Acrobatics. Note that the mag 2-5.51 is suppressed if mezzed. The base mag 7 is always on. Obviously the HOLD is still mag 2 only. Personally, I feel Acrobatics should LOSE the slots. Make it a slot-free auto-power and call it a day. It is underwhelming now that sets and procs and such exist, and no one would really need to take it unless they want that ghetto hold-only protection provided by Acro+Blaster proc mag 1 BS. No thanks, that'll get old real fast. Would you take Acro if it was FREE of slots? No endurance cost, no slotting.
×
×
  • Create New...