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vibal
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I've been looking for a melee toon to scratch the itch to bang. I've never given electric melee much of a shake. This is the build I came up with on the fly. The survival numbers are pretty solid. I was able to get to the S/L and melee softcaps with S/L resist at 81% before any incarnates. F/C defense are comfortable at 39% with resist around 68%. Energy and toxic resists are lacking, but that's life in dark armor. There's only 45% recharge, which is definitely not perfect, but.... eh melee. I had a few spare slots so splurged on the 6 slot in murky cloud. 2 of those could easily be pulled for somewhere else (such as CoF for 6% more recharge). Dunno, maybe it's worth a look or helps. Endurance is (as ever) dark's problem. 3.66/s recov with 2.07/s drain is.... acceptable. Cardiac and accolades bring that split up to 3.99 vs. 1.59 which is much closer to the range I'd like to live at. Over/under is that CoF only fires up at 45+ content. Whoops! You'll want a -kb IO in SS, not the winters gift. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Level 50 Science Brute Primary Power Set: Electrical Melee Secondary Power Set: Dark Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Charged Brawl SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg(45) Level 1: Dark Embrace GldArm-3defTpProc(A), StdPrt-ResDam/Def+(40), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46) Level 2: Havoc Punch KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40) Level 4: Death Shroud SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg(37) Level 6: Murky Cloud UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9), UnbGrd-EndRdx/Rchg(50), UnbGrd-Max HP%(50) Level 8: Hasten RechRdx-I(A), RechRdx-I(9) Level 10: Thunder Strike SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(15), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg(34) Level 12: Obsidian Shield Ags-ResDam/EndRdx(A), Ags-ResDam(13), Ags-ResDam/Rchg(13), Ags-ResDam/EndRdx/Rchg(15) Level 14: Super Speed WntGif-ResSlow(A) Level 16: Dark Regeneration TchoftheN-%Dam(A), TchoftheN-Acc/EndRdx/Rchg(17), TchoftheN-Acc/EndRdx/Heal/HP/Regen(17), TchoftheN-Acc/Heal(48), TchoftheN-Heal/HP/Regen/Rchg(48), TchoftheN-Heal(50) Level 18: Chain Induction SprBrtFur-Rech/Fury%(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg(27) Level 20: Cloak of Darkness LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-Def(21) Level 22: Taunt PrfZng-Taunt/Rchg/Rng(A) Level 24: Combat Jumping LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), ShlWal-ResDam/Re TP(25) Level 26: Boxing Empty(A) Level 28: Tough Ags-Psi/Status(A), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam/EndRdx(29), Ags-ResDam(31) Level 30: Weave LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31) Level 32: Lightning Rod Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(34), Obl-Dmg(34) Level 35: Oppressive Gloom AbsAmz-Acc/Stun/Rchg(A) Level 38: Superior Conditioning PrfShf-End%(A), PrfShf-EndMod(39) Level 41: Cloak of Fear UnsTrr-Stun%(A), UnsTrr-EndRdx/Fear(42), UnsTrr-Acc/EndRdx(46) Level 44: Physical Perfection PrfShf-End%(A), PrfShf-EndMod(45) Level 47: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Build Up Empty(A) Level 1: Brawl Empty(A) Level 1: Fury Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A), Pnc-Heal/+End(5), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1336;633;1266;HEX;| |78DA65935B6F12511485CFC0507A8102520AB4B4057AB72D2D5E9E8DDAD64421A99| |2F84A083DB6A348C980897DF41F68D59868AF5E5EFD2D9AF837BC24DEA32D6E66AD| |B6269D40BE9975669DB3F69E73F2F7E77D6FAF3CB8A08CAECB9552BD5EBC64DF6B6| |86FA16CE96A59BB955C5EF9271CB998D715AD330B155D6ED856B9548110C3E0BCBE| |A5AB759D992FD9778A17EDBB6BB6EA5C5A5BAB640A35AD977DCE6D4E976A5675C5E| |F3C2C5A2BAB0D790A1C0E2D6BBBBE6AD5E20B35AB9C59A86A7B65BD982FD51BDA5E| |47AE98441992FFBE3ABC9A1EF5D4542A6BAAD34FC8C7E40638FD887C083E6FD90C7| |ACFB81D6D3C2AC280A9267FE279F21738F38DFC0E1E1C5AC56B2C09D2A61AB90E8E| |DD200BE0B8A530F76DF085C0CD75DD7BC832BC4BEE90DBE0C816B9096E8ACB43AF8| |799DA98A98D59DB993DFB83FC0DA6E5FB79E135BC53C8D24E1AA277B09E8E10D6EA| |0C9201B0BB1BECF383291FB825AE2ECCEBEE9A331CCD778ECC82DD67C161C9E0C73| |ACADF8F5CDBF21470BAD9F40462D08251B2179C8D903DAC290CB6FA1862EED01B68| |A75E93AFC0DE97E41ED8B70BEE882B8CDCAE7004F97A82640FE8124498375273611| |EA9214A5F94BED857CC19BB061AF24E9CBE78532EE516A59F5DEA3F0F57825D49B0| |6B83EC9A29EF0E708501AE30C8648361B0B50B8658F990C2AAC92612260FC87D30F| |597FC03EEB53626E657E91CB40E69E32877C7E83368631BE0AEA813CC33F18127E4| |1D38F31EF4897F8AFE29FAA7E90F493D198E6558CF2CEB697DF839766ACEE954C23| |C3AD3F26B298BE6D1496DE64E8C2E99476751198EF2B153393BFA58F97CACB88CAB| |72332E5D4EA16BE64D24F974C2F5E57F176B72B126571227E71F168CCC10| |-------------------------------------------------------------------|
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Just finished levelling/slotting my rad/bio and it's so. much. fun. I was able to soft cap s/l/m defense and get up to 84% s/l resist. The attack chain is a bit slim with only 4 attacks and I'm living in defensive adaptation, but it's a blast. I wish there were more slots for the utility powers in bio, but they're trooping along nicely.
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Is there any way to make teams less boring?
vibal replied to RogueWolf's topic in General Discussion
The venn diagram of players who have a commentary about team dynamics and players who refuse to lead teams seems to be a perfect circle. I religiously form my own teams as I've had numerous instances where other people's fun seemed to be hampered by my play. I make sure to advertise quick runs and even started posting a disclaimer before heading out. There's no pressure to keep up with the players who are pushing ahead. The reverse of this is that I'm consistently confused by the "Any TP?" players. SS and a stealth IO is capped stealth. Anybody can ghost missions. 2 million inf is laughably cheap. The difference is that I don't begrudge those players the game they're playing. They apparently don't care to >shrug<, they're still welcome to join up get xp and merits. It takes exactly as long to build a team for a TF exactly how you like as it does to join a TF out of LFG. If you want to 4 man a +4/x8 ITF and sweep through, you only need to find 3 other people. Being upset about random results in a random group that you joined on a random day seems.... counterproductive. -
Someone touched on it in page 2, but the difference between force addition and force multiplication is shocking. 1 blaster adds exactly 1 blaster worth of damage to the team (caveat for secondary effects such as -to-hit, -def etc & occasional leadership buffs). 1 support multiplies the (x) attribute value of the entire team (damage, resist, def etc) until you reach the cap. Each support ALSO multiplies the enemy value by -(x) attribute for each debuff (res, def, regen). So a team of 8 blasters do (blaster * 8 ) damage. A team of 8 controllers (or def, cor, etc) do (controller * 8 ) * (buff value) * (debuff values). Couple that with the status effects that controllers have access to and it's shocking how powerful they are on a team.
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Fix the lfg queue. Sometimes I want to do something specific, but usually I just want to blast bad guys. More level 50 content. I love exemping, and don't weep about losing incarnate abilities, but sometimes I just want to play @50 with all the bits and bobs. Refitting existing TFs for max level is an interesting idea. A mob swap would even be an idea (Yin with carnies sounds like a blast) This is the tough one: Incentivize harder content. I can (and do) run TFs solo, or at +x/xX for giggles. It's more difficult to fill and find folks for these excursions because there's no "reason" to do so. I'd like to see a motivation to push our characters. +0/x0 Manticore is only entertaining so many times. That leads to speeding which leads to conflicts in teams/goals.
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Now that I've found the ultimate team player... what's the opposite?
vibal replied to Aeroprism's topic in Controller
Just want to point out that with investment elec/time is fully capable of soloing at shenanigans levels. I run elec/dark and usually zig where the team zags just to get full mileage out of the hilarity of triple pulling spawns. You've got a semi-reliable aoe confuse that goes bonkers with coercive persuasion procs, the only usable sleep in the game, and jolting chain is bananas once you've got enough recharge to proc slot it. Add in time's buffs/debuffs and everything is there to soft cap s/l and go. to. town. You have to push more buttons than the brute/blaster, but that's the controller life. That toon is fully capable of everything the game wants to throw at it. AV soloing may be a bit dicey with time's iffy -regen I suppose. -
Awesome - I set up a public channel "Free Radicals" and an SG so I can start filling up some enhancement tables. Feel free to drop in, or HMU in game. Can get you set up!
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Thinking about swapping my "main"(ish) efforts over to my fire/rad and wanted to see if there would be any interest in running a regular super team. We could setup a regular/semi regular time and make an effort outside of that to catch each other. I missed the lightshow on live with fire/rad and was hoping to make it happen here. Feel free to catch men in game (@Vibal Magus) or on the thread if interested.
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@Grindingsucks the key difference is that in the game play I'm advocating nobody is being told unilaterally what they *cannot* do. If I grab a tank who want to round em up, great! Have at it. I'll be dropping PA and confusing the next spawn - holler when you get here! See how everyone is doing their thing and having fun? The hours i spent playing, testing, building, and slotting aren't just /foottapping waiting for my turn to play. We'll all get down.
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So I'll engage because it seems like you're offering both a game and personal perspective. On the personal level congratulations on the weight loss - sincerely. From one internet stranger to another that's awesome. I have family who struggle with the same and it's heart breaking to see them continue to struggle. I hope your mental state is in good shape and on the upswing. I'd like to offer an opposing perspective on some of your in game takes though. You seem to be grouping a play style by AT? That's what I presume you're talking about when referring to the "Blaster community"? The type of players who play ahead of the team/don't wait on pulls etc. For the sake of argument I'll presume you primarily play tanks, as that's the gameplay you're describing. In your view the role of the tank is to pull the mob to the group, keep the mob on you, and keep aggro contained. That's a very traditional mmo playstyle and *can* work in CoH. It's also boring as all get out for the 7 people who are drooling and staring at their monitors while you're doing said pulling. I'd like to offer a counter proposal. Everyone should get to do their "stuff". They should spend as much time in game doing their "stuff" as is feasibly possible. Blasters blast, scrappers punch, trollers troll. Every time you make 7 people /nosepick while you herd 'em up those people are not doing their stuff. While that likely feels like pinnacle tanker gameplay, and I have no doubt that you play that version of the game exceptionally, you might do well to examine what's actually happening. You're under-utilizing your teammates. I play tankers too, and veats (a bit hairier), and trollers. All of them can (and do) solo +4/x8 any mob. Malta, Carnies, LB, Arachnos, all day. Chew em up. Never played a blaster tbh, but I am that guy who hears "Let the tank pull" and calmly replies "No.". A bad tank makes a team wait while they corner pull. A great tank sets the *maximum* pace for the team. Sometimes that's going to be corner pulling, but usually what a great tank is doing is hopping ahead, eating the alpha, rounding them up for aoe's, and jumping out *before* they're dead. Rinse and repeat as quickly as possible. When that's happening every player is doing their "stuff" the maximum amount of time. You do have to cede the ability to micromanage in that scenario. The triad paradigm is alive and well in other games/mmo's. It genuinely sounds like you're trying to attach that to CoH. The fun of an 8 man team is seeing the chaos pop off when everyone gets to play. Luckily, I'm not shy about running my own teams, so I suspect we'll never bump heads in game. I'd encourage you to loosen up a bit though. Try it out. If your fun comes at my expense maybe that's a me problem, but maybe ......
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I'm working on an Elec/Time right now! Just got up to ~30 last night. I've had 2 false starts with electric control, but reading the proc monsters thread I decided to give it another shot and integrate that into the build. I'm using jolting chain and chain fences as ghetto blasts to shore up some of the anemic damage in electric. The set's fun as hell and visually loud as all get out. Other than the purples I've got the procs loaded. I can't say it screams out of the gate, but it does *seem* more effective. Without seeing your build it's difficult to pinpoint slot priorities. The advice you got is good advise, but not for the reason it was given. 3 slot health/stamina isn't generally used to increase toughness (or at least not directly). It's generally used to maximize +recovery. Nearly all of my toons have Health: Panacea +End/Health proc, Miracle +Recov, & Numina's +Recovery. Stamina gets Performance Shifter +End, Performance Shifter End Mod, and a single level 50 Endurance Mod basic IO (+5 it if you nasty). Doing that generally fixes up my recovery which has a side effect that toggles become more manageable, which does increase survivability in a sideways fashion. Tough, Weave, Maneuvers etc are all much easier to run with recovery over the baseline. Google up some Mids Reborn for character building - it'll save you so much time if you haven't already. Here's the tentative build I'm working toward: It's a spendy build but I like having goals to work toward with a character. Pre-Incarnates the toon is well within perma-hasten & farsight range. Chrono Shift is a tick off with 1.1 seconds of downtime. It does leave you with 2 buffs to babysit, but there shouldn't be much issue if you're off by a hair. You're self buffing up to 231% recharge which is nice for controllers since they get some nice heavy hitters. You're also rocking 48% S/L defense so you're comfortably over the softcap. As with any squishy, you'll be susceptible to cascading defense failure. You shouldn't get smoked right out of the gate though.
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Build Request: Ill/Rad Controller - Solo Artist / AV Killer Edition
vibal replied to Phlarekat's topic in Controller
Build I'm currently running: 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! Level 50 Science Controller Primary Power Set: Illusion Control Secondary Power Set: Radiation Emission Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Blind -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(43), UnbCns-Acc/Rchg(46), UnbCns-Acc/Hold/Rchg(46), UnbCns-Hold/Rchg(46), Apc-Dmg(50) Level 1: Radiant Aura -- DctWnd-Rchg(A), DctWnd-Heal(37), DctWnd-Heal/EndRdx/Rchg(40), DctWnd-Heal/Rchg(40), DctWnd-Heal/EndRdx(43) Level 2: Spectral Wounds -- Apc-Dam%(A), Apc-Dmg/EndRdx(34), Apc-Acc/Rchg(36), Apc-Acc/Dmg/Rchg(37), Apc-Dmg/Rchg(37) Level 4: Deceive -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(17), CrcPrs-Acc/Rchg(23), CrcPrs-Acc/Conf/Rchg(34), CrcPrs-Conf/Rchg(34) Level 6: Accelerate Metabolism -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Acc(7), EffAdp-Acc/Rchg(7), EffAdp-EndMod/Acc/Rchg(9), EffAdp-EndMod/Rchg(15), EffAdp-EndMod(17) Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(9), ShlWal-ResDam/Re TP(50) Level 10: Radiation Infection -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb/EndRdx(11), DarWtcDsp-Rchg/EndRdx(11), DarWtcDsp-ToHitdeb/Rchg/EndRdx(15) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13) Level 14: Super Speed -- WntGif-ResSlow(A) Level 16: Enervating Field -- EndRdx-I(A) Level 18: Phantom Army -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Rchg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21), CaltoArm-Acc/Dmg/Rchg(21), CaltoArm-EndRdx/Dmg/Rchg(23) Level 20: Lingering Radiation -- PcnoftheT-Acc/Slow(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), StdPrt-ResKB(25) Level 26: Spectral Terror -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(31), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-EndRdx/Rchg(31) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(29) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Poisonous Ray -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(39), Dcm-Dmg/Rchg(39), Dcm-Dmg/EndRdx(40) Level 41: Disruptor Blast -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(42), Rgn-Acc/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Dmg/Rchg(43) Level 44: Flash -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(45), BslGaz-Acc/Hold(45), BslGaz-EndRdx/Rchg/Hold(45) Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Acc(3) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;655;1310;HEX;| |78DA6593594F13611486BF6907CB2AAD6C45A8400B822C5D04F5D2440444165112E| |F149B32C024B56DDA92E8A5F7EE51C425718BA012BD76F91B26EA9DFE0085E80FA8| |67E67D4B1B67D2F6E9BCDF79CF77CE99F966AE9CAC7D3F71EDB8D2BCA3C9782EB73| |09A4EE5B3E964D2C87AE613A6914A18CABA3CF20D95D68A61E1C964723567A65345| |21581673627569297C2EBE68C6F356C4D865336785AAEAB9B438E73386B15867FF1| |D379757F2666AB9D6BE9B36E219B9A92FDE2C1AD9DC8A99691FCB98897059FA9978| |C2909F5CDEC85EF54B793DF27DA6295E850A35E9522AA6ABFE53E0D004394E8E81B| |14170B6E4D5D59C666BDD67C0DE597206EC9F029F0A347AB418F27445C15004EC0E| |9343E07331B8E971C7A1792F81CD0BCC7191BC005AE55468E8ABE20EB43DB7C95B6| |0E54D70EF0DE6BC0EBE149F075E97A70975577AC1D894DBA6D566156A72577D86AF| |FA13F991793F804179176A98AF6640D95AED7F0C494C1DF2A9BA36EC71563CF5D4E| |ABB10F74A341F9F97EF2FF2EFDB26FF808D3BE40F614066F4139C176F03F335BC43| |3F9AECDB44ADA92097728BD2C26A5B0EA312BF254806BF1FDC10B4B28AD62DC4EC7| |F4BBE010F6C909BE46B5097FC6DCCDFC6E9B673BAED8D60B3C40410A3028CD91474| |70E21DECB8939D76B2F34E4EE4BE8C28C83D82F487B847887BDCF3E104586F55CF1| |341AFAE0E3E261F910FC1DE75704D3C7DF4F41DC35E878E9247C8119EA261F0856C| |37C0BA07BEE3490C7E23BF905FC175C91F666C983D46D863843D46D8A34F6614458| |F5A943DC68A73D4774FA67CACA71A2829857EC76AD4A1C41CCAB043197128D30E65| |4EDF3DEF4AB3952AEFEE692EFCAA9655AD7C75BBA4B8B42EBE31A7357BFAFA7974F| |7DBE1DA29773DC07C5C77C935F01F8175F295| |-------------------------------------------------------------------| I ran a near identical toon for ages on live and rebuilt her here. So what you get: Base build package - Perma PA/AM/Hasten. Bonus since it also exemps extremely well. You'll have about .5 seconds off perma PA as far down as Citadel. Lower and it'll be closer to 2-4 seconds. 205% naked recharge means everything is perma without AM's 30% buff. Nice for when your in the mix and it recharges. Incarnate level - Agility Core and Accolades gets you to hilarious numbers. 95s AM recharge. 52s PA recharge. 98s Hasten recharge. The wiggle room is extremely nice to have in groups and TFs where you're probably not going to be babysitting your recharges quite as hawkishly. 5.02 end/s is comical recovery. S/L defense soft-cap pre stealth suppression (I'd have to check the in-game numbers for suppressed defense) things miss, and they miss a lot. It also puts you within spitting distance of the incarnate softcap which leaves you well open to take w/e incarnate powers you like. Ivan's on point phantasm's AI is straight garbage. Fire him and tarantula off as often as you remember. Tarantula's also well within perma range. Picks are fairly straight forward other than Epic so i'll run through the skips: Group Invis - debatable since a co-ordinated team could make good use of this one. I find that PuGs are generally going to a.) watch you zoom to the objective alone or b.) tank stealth an aggro universe to the objective. Not worth the pick IMO and not even a good spot for a LoTG mule (which are bountiful) Mutation - this is one i'd like to have an early pick for. Late game it's marginal, early it's a nice one to have. No room though. EM Pulse/Flash - Pick one. You can have a garbage animation or a endo hit with some nice debuffs. I picked the garbo animation. If I'm flashing it's just for funzies. Fallout - Positional nuke that requires a corpse. Hilarious, but picks are slim. Choking Cloud - this power wants more PBAoEs to play with. Illusion brings none. It also actively works against stealth play which illusion brings a truckload of. Great power with a bad fit. Epic's/Patrons are where you get some actual options. Defense is easier to build to noticeable levels, but both ice/mace attacks are iffy. Ice will get you a rain power, but you'll have to deal with a decent sized cone for aoe damage. Mace animation times are preposterous, but you get a nice TAoE and ST attack. Just use one after the other to not multiply the frustration of redraw with the animation times. Spider's also a nice fire and forget damage add. Otherwise you can skew to offense with fire and grab fireball and a res shield. It's a reasonable option with a quick recharging self heal to lean on, but less reliable when you're squaring up against tough targets. I've adjusted to Hasten/SS/CJ being my movement package. Hasten/Fly/Hover is your other option I just dislike hovering. Fighting b/c of course. Leadership for a tick of recharge as well as a hair of defense. Playstyle's probably similar to what you're used to w/Time. Beat the team to the objectives and clear. You're invisible. You're damage source is invincible. On a long enough timeline you're going to win. -
I see your subliminal messaging. It's effective.
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Finally joined the game - newbie needs advice
vibal replied to PopZeCherry's topic in General Discussion
If you're playing on Excelsior I'll be around this evening/weekend and I'd be 100% on board to run some arcs/missions with you. Can just duo up and slow roll it. Feel free to global me "@Vibal Magus". CoH has a great teaming/level mechanic so you never really outgrow content. -
I was going to say this exactly. Income has maintained and prices have decreased across the board. Attuned IO's also make it trivial to get the set's/IO's you want without the exemp juggling you used to have to do. A level 25 LoTG on live was in the 100 mil range. The last Apoc/Rag/Hecatomb sets I bought on live were in the 5-700 mil per enhance range (or 3-4 bil per x5 set). Which was fine once you'd bought into the system. Breaking into the system was a slog. A 20-25 minute ITF generates enough cash for most single enhances and you get merits to distribute how you choose. Kitting characters out has been a treat and you get to really feel the incremental growth playing them and kitting them.
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That is odd. Didn't mean to make it sound like the parameters are chiseled in stone either. I'm usually 100% game to tinker with it. Was more pointing out that if 8 members agree to run a TF on default that doesn't mean those same 8 agree to run it modified. If the tank had just said they need to grab the badge and scoot the team likely would've just dogpiled it and moved on.
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I agree that's how it plays out in game, but that's pretty faulty when you look at it critically. Dropping a TF is a cardinal sin because the team is locked and can't refill. Changing the parameters after the team is locked is a pretty low-ball move. For whatever reason we let the latter slide and /gignore the former. If you advertise "(X)TF LF(Y)" and I join, I've agreed to do the TF. Nobody agreed to do it at +X nor did you advertise it. Just because the team is locked doesn't mean I did. If I bow out because I'm not interested in taking twice as long for the same reward - that seems like a fair trade off.
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Thanks for the teaming and SG invite - I was playing Fiona Flora. Had a blast! Chaos level is bananas.
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On topic - aren't all AT's soloing AV's these days? Not every combo will be able to, but that's always been the case. GM's are a bigger hp pile with similar tactics. I don't see a problem tbh. There would be a problem if there were legions of elite players excluding people from teams for playing off-meta. That wasn't the case on live, and still doesn't seem to be the case here.
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Didn't imps also summon 2-5 imps/cast with a cap of 32? So you could have a siphoned/hastened imp machine fulcrum shifting?
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I'd love to get in on a theme team. Global @Vibal Magus. I'll pop over this evening and see if you've still got space. Edit: Are we thinking soft control to make use of the confuse? If so I'll probably go /traps
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I generally agree with the sentiment. Taking character control away from the player isn't a great or interesting mechanic, but in CoX there's only a few egregious uses of it. Most of the time if I got nailed it was my fault. Even in those cases it's generally when I'm playing at +x/x6 or more. Malta are pretty universally loathed, but sappers are minions. They're easy to pick off. They could maybe be a bit more recognizable since plucking the dude in black fatigues in an army of identical dudes can be a challenge. Nobody really complains about the basket of stun grenades that come behind the sap. It's almost exclusively the sappers that cause groans which is fairly understandable since it's one of the few mechanics that's almost impossible to build against (gotta love ELA for it though). An end-drain res/partial res in acrobatics could be potentially in-line ("Your focus on peak physical perfection has made you resistant to blah blah."). Probably still not worth a power pick but might make it more interesting. Low/mid level CoT could probably be tuned a bit (fewer mages/demons - more hordelings), but late level are actually pretty fun. Longbow and arachnos could both use a bit of tuning. Longbow's penchant for -res and all the CC is a bit over the top. Arachnos' "all exotic damage, all the time" motto could be retuned a tick. Carnies are the only group that are a pretty hard "Nope." for me no matter the toon. -End, -recov, CC at the boss and LT level, -def. Pretty much any toon has something to dislike.
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@krukut in the game's past life. Mostly played an ill/rad - Vibal Magus. My new global & recreated! Fun to see names I recognize from the old home.
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Some great ideas. A plant/ dom is definitely a consideration. Stealth, seeds, creepers is such a gnarly combo. Fort is something i should look at as well. I've only really played crabs. I haven't given storm much thought since way back when KB was verboten. I ended up rolling a rad/rad brute which might fit the bill. It's got capped s/l res as well as melee softcap defense. I could've softcapped to s/l def which may be stronger, but I'll tinker if needed.
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This is a bit what I was getting at. Ill/rad benefits from the force multiplication of being a support class, but still carries well solo. I played a few brutes on live (/invul, /dark) on live, and there were always a few mob groups *cough* longbow that would make me sigh. I've tried getting into a fire/dark corr but they still have to eat the bulk of the alpha solo. That probably get quite a bit easier with set slotting. Maybe the force multiplication is a bit less relevant with the easier pathing to incarnates. I may take another peek at the newer brute sets /rad or /bio.