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  1. Sadly, I have suffered serious CoH burnout recently... and in fact have only logged on grab the anniversary badge in the past few weeks... so alas it needs to be one character I can focus on, as I simply haven't the drive or desire to do it all twice again at this point.
  2. So I am torn... or would it be shredded?... do I continue my love affair with Tankers and go Bio/Claws for the added survivability, or do I go Claws/Bio Scrapper for the added damage? Now, Bio is absolutely mandatory here because of the theme and look I am going for, so while some things may pair better with Claws, in this case it must be Bio. I have a couple of /Bio Scrappers, and the set works wonderfully on them for reactive survival (it feels very much like what my main back on live, /Regen, should have been), I have also done Claws before on a Scrapper. Additionally, I have a Bio/SS
  3. Let's get all fancy, and call it obfuscation. *wiggly fingers*
  4. I have cycled through a few "mains" since I got onto Homecoming. Part of the problem for me is the combination of enjoyment of play and RP concept. Originally I considered remaking my main from live, but instead I held off and made different variations that eventually just never grabbed me. Then when I finally did remake the old main, a DM/Regen scrapper, I remembered how much fun I had playing the character... but it still didn't stick because the RP wasn't the same, as the character was more than the stats, it was a product of the environment, and that is just not the same after nearly a dec
  5. I am in the "PP MoG is fine power wise, but the duration needs to be reduced" camp. It was a time sink ability back when time sinks were the name of the game, but it really doesn't affect the challenge so much as add to the tedium. And if your fight against the now nigh untouchable boss was that close to begin with, 15 seconds or 45 won't really matter.
  6. Superman would have the "Natural" origin too. That said, even the description during character creation states that you have honed your natural abilities to superhuman levels. So it isn't like you are Bob from Accounting, or even Hawkeye, you have developed your skills and abilities to the point of actually being super human. So tell them to take a long walk off a short pier. Because clearly your arrows DO harm all the enemies you face, and your other skills/powers keep you alive while doing so. Now my pet peeve would be the flip-side, the person who
  7. Thanks! I had just dummied my way through some Google-Fu and was reading up on it when you replied. I think I have it working now.
  8. OK so perhaps I am a real life Luddite and missed something simple and obvious, but how do I actually download this program? I followed the instructions and went to the City of Players site and the CoH Modder page, but the download link is not for a zip file or an .exe, but for something called CoH_Modder_168.7z which directs to nowhere and my computer can't figure out what to open it with. I watched @Solarverse's set up video to see what I was missing, and in his video the link downloaded a .zip file, which mine is not doing. Any suggestions? Thanks.
  9. Released Mister Martian Able
  10. The Guyver? If I was going thematic either Martial Arts/Bio or Claws/Bio, both pair pretty well with Bio, and MA Storm Kick gives a 13 second 7.5% buff to Melee/Ranged/AoE Defense, which helps.
  11. I would get rid of Revive... so cheap to get the Renewal of Light or Return to Battle, there really isn't any point. I would either add in Moonbeam with just a Nucleos Acc/Dmg, or Pick up Afterburner and use it as a mule slot for a LotG 7.5, and rework MoG to 2x Recharge Redux+5, which will cut your time down to 65 seconds, plus you would cross zones faster. I would also replace the Apocalypse: Damage IO in Dark Blast with the Chance for Negative Damage, and Boost the Damage/Endurance to +5, you will get more damage out of it for about .3 or so Endurance a shot less. I would also s
  12. Right, but that is still some savings... the big question is, for all of the speed and such, does SM put out enough damage on a Tanker to be a (mostly) stand alone damage source? Does the DPS make it viable for high end soloing efforts? That is my main concern, as any Secondary will work for group play, but it is my small group/underpowered team capability concerns.
  13. Hello and Happy Christmas to all, or at least Happy Almost Friday! I am working on a theme, a Werewolf character that uses shadow powers, and I was wondering if anyone had any experience with DA/Savage Melee. If so, good, bad, indifferent? I figured the End Red bonuses on SM would help balance out the DA hogginess, but is the damage worthwhile on a Tanker? Or should I perhaps go with Claws instead? I could of course just go Dark/Dark, but I already have a LOT of DM characters, including a SD/DM Tanker, so I was looking to branch out a little. Any info on the combo or opinions based on us
  14. I have been playing my EM/EnA scrapper to get Accolades and through content to get iThreads... just ran the Heather Townsend Dark Astoria arc at +4/x8 w/bosses, and the only time I was at a risk was when my cat decided to stand in front of the monitor during a big group fight. Use the occasional inspiration during big fights with def-debuff mobs, but otherwise OK.
  15. Hello all, I am reworking a character concept as a Tanker, and am trying to decide which Primary to go with to best work with Katana... Bio, or Radiation Armor? Obviously both have their perks, and Katana seems to shore up the S/L defense hole in Bio nicely, but I am unsure which is going to make a more survivable and more damaging pair up. Any input would be appreciated.
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