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Fomsie

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Posts posted by Fomsie

  1. This almost feels both punitive and like a precursor for bigger changes, the type where someone wants to remove the free form nature of the game, and replace it with a system where you are required to have different types of character classes and powers to handle content, instead of players just being able to build up their characters and make do. Like someone doesn't like the way people are playing, and now wants to force a different game style on everyone. Just doesn't seem to make sense to change such a significant core mechanic at this stage of the game, especially with all the issues that the current defensive system allowed us to fix individually.

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  2. 1 minute ago, Sovera said:

     

    Then let me help you by saying that Axe goes like a house on fire (see what I did there?) with Fire Armor. Thanks to the first AoE having a FF it does the same job of Dragon Tail in accelerating all the build's cooldowns. You'll find it in page 6. The WM I tried as well, it is in page 3.

    Thanks! I found the axe but completely missed the WM... knew I should have taken FA.

    • Like 1
  3. Hello all! Trying to work up a build for my MA/Ninjitsu Scrapper, and just not enamored with my results. Any suggestions or advice would be appreciated. (Note: I took the Caltrops and Shuriken for thematic reasons.)

     

    This Villain build was built using Mids Reborn 3.0.5.6
    https://github.com/Reborn-Team/MidsReborn
    
    Raggedy Man: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Ninjitsu
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Weapon Mastery
    
    Villain Profile:
    ------------
    Level 1:	Storm Kick	
     (A) Touch of Death - Accuracy/Damage: Level 40
     (43) Touch of Death - Damage/Endurance: Level 40
     (43) Touch of Death - Damage/Recharge: Level 40
     (45) Touch of Death - Accuracy/Damage/Endurance: Level 40
     (45) Touch of Death - Damage/Endurance/Recharge: Level 40
     (48) Touch of Death - Chance of Damage(Negative): Level 40
    
    
    Level 1:	Ninja Reflexes	
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (3) Red Fortune - Defense/Endurance: Level 50
     (5) Red Fortune - Defense/Endurance/Recharge: Level 50
     (5) Red Fortune - Defense: Level 50
     (7) Red Fortune - Endurance: Level 50
     (7) Red Fortune - Defense/Recharge: Level 50
    
    
    Level 2:	Cobra Strike	
     (A) Mako's Bite - Accuracy/Damage: Level 50
     (46) Mako's Bite - Damage/Endurance: Level 50
     (46) Mako's Bite - Damage/Recharge: Level 50
     (46) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
     (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
     (48) Mako's Bite - Chance of Damage(Lethal): Level 50
    
    
    Level 4:	Danger Sense	
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (9) Red Fortune - Defense/Endurance: Level 50
     (9) Red Fortune - Defense/Recharge: Level 50
     (15) Red Fortune - Defense/Endurance/Recharge: Level 50
     (15) Red Fortune - Defense: Level 50
     (17) Red Fortune - Endurance: Level 50
    
    
    Level 6:	Shinobi-Iri	
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
     (17) Shield Wall - Defense/Endurance: Level 50
     (19) Shield Wall - Defense: Level 50
     (19) Shield Wall - Defense/Endurance/Recharge: Level 50
     (31) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
    
    
    Level 8:	Focus Chi	
     (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
     (42) Adjusted Targeting - Recharge: Level 50
     (42) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
    
    
    Level 10:	Kuji-In Rin	
     (A) Unbreakable Guard - Resistance/Endurance: Level 30
     (11) Unbreakable Guard - Resistance: Level 50
     (11) Unbreakable Guard - RechargeTime/Resistance: Level 50
     (13) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50
     (13) Unbreakable Guard - +Max HP: Level 50
     (43) Winter's Gift - Slow Resistance (20%): Level 50
    
    
    Level 12:	Combat Jumping	
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    
    
    Level 14:	Boxing	
     (A) Empty
    
    
    Level 16:	Seishinteki Kyoyo	
     (A) Performance Shifter - EndMod: Level 50
     (33) Performance Shifter - Chance for +End: Level 50
    
    
    Level 18:	Crippling Axe Kick	
     (A) Superior Critical Strikes - Accuracy/Damage: Level 50
     (33) Superior Critical Strikes - Damage/RechargeTime: Level 50
     (34) Superior Critical Strikes - Accuracy/Damage/RechargeTime: Level 50
     (34) Superior Critical Strikes - Damage/Endurance/RechargeTime: Level 50
     (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50
     (36) Superior Critical Strikes - RechargeTime/+50% Crit Proc: Level 50
    
    
    Level 20:	Kuji-In Sha	
     (A) Preventive Medicine - Heal: Level 50
     (21) Preventive Medicine - Heal/Endurance: Level 50
     (21) Preventive Medicine - Endurance/RechargeTime: Level 50
     (23) Preventive Medicine - Heal/RechargeTime: Level 50
     (23) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
     (25) Preventive Medicine - Chance for +Absorb: Level 50
    
    
    Level 22:	Tough	
     (A) Gladiator's Armor - End/Resist: Level 50
     (25) Gladiator's Armor - Resistance/Rech/End: Level 50
     (27) Gladiator's Armor - Resistance: Level 50
     (27) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    
    
    Level 24:	Weave	
     (A) Reactive Defenses - Defense: Level 50
     (29) Reactive Defenses - Defense/Endurance: Level 50
     (29) Reactive Defenses - Endurance/RechargeTime: Level 50
     (31) Reactive Defenses - Defense/RechargeTime: Level 50
     (31) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50
     (33) Reactive Defenses - Scaling Resist Damage: Level 50
    
    
    Level 26:	Dragon's Tail	
     (A) Superior Scrapper's Strike - Accuracy/Damage: Level 50
     (36) Superior Scrapper's Strike - Damage/Recharge: Level 50
     (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge: Level 50
     (37) Superior Scrapper's Strike - Damage/Endurance/Recharge: Level 50
     (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge: Level 50
     (37) Superior Scrapper's Strike - Recharge/Critical Hit Bonus: Level 50
    
    
    Level 28:	Bo Ryaku	
     (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    
    
    Level 30:	Super Jump	
     (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    
    
    Level 32:	Eagles Claw	
     (A) Hecatomb - Damage/Recharge: Level 50
     (39) Hecatomb - Accuracy/Damage/Recharge: Level 50
     (39) Hecatomb - Accuracy/Recharge: Level 50
     (39) Hecatomb - Damage/Endurance: Level 50
     (40) Hecatomb - Chance of Damage(Negative): Level 50
     (40) Touch of Death - Chance of Damage(Negative): Level 40
    
    
    Level 35:	Caltrops	
     (A) Bombardment - Chance for Fire Damage: Level 50
    
    
    Level 38:	Assault	
     (A) Endurance Reduction IO: Level 50
    
    
    Level 41:	Shuriken	
     (A) Superior Winter's Bite - Accuracy/Damage: Level 50
     (50) Superior Winter's Bite - Accuracy/Damage/Endurance: Level 50
     (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime: Level 50
    
    
    Level 44:	Tactics	
     (A) HamiO:Cytoskeleton Exposure
     (45) HamiO:Cytoskeleton Exposure
    
    
    Level 47:	Hasten	
     (A) Recharge Reduction IO: Level 50
     (50) Recharge Reduction IO: Level 50
    
    
    Level 49:	Vengeance	
     (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 40
    
    
    Level 1:	Brawl	
     (A) Damage Increase IO: Level 50
    
    
    Level 1:	Critical Hit	
    Level 1:	Sprint	
     (A) Celerity - +Stealth: Level 50
    
    
    Level 2:	Rest	
     (A) Healing IO: Level 50
    
    
    Level 1:	Swift	
     (A) Run Speed IO: Level 50
    
    
    Level 1:	Health	
     (A) Panacea - +Hit Points/Endurance: Level 50
     (3) Numina's Convalesence - +Regeneration/+Recovery: Level 50
    
    
    Level 1:	Hurdle	
     (A) Jumping IO: Level 50
    
    
    Level 1:	Stamina	
     (A) Power Transfer - EndMod: Level 50
     (40) Power Transfer - Chance to Heal Self: Level 50
     (42) Performance Shifter - Chance for +End: Level 50
    
    
    Level 4:	Ninja Run	
    Level 50:	Born In Battle	
    Level 50:	High Pain Threshold	
    Level 50:	Invader	
    Level 50:	Marshal	
    Level 50:	Musculature Radial Paragon	
    Level 30:	Double Jump	
    Level 50:	Assault Core Embodiment	
    Level 50:	Ageless Radial Epiphany	
    Level 50:	Diamagnetic Radial Flawless Interface	
    ------------
    ------------
    Set Bonus Totals:
    19.5% DamageBuff(Smashing)
    19.5% DamageBuff(Lethal)
    19.5% DamageBuff(Fire)
    19.5% DamageBuff(Cold)
    19.5% DamageBuff(Energy)
    19.5% DamageBuff(Negative)
    19.5% DamageBuff(Toxic)
    19.5% DamageBuff(Psionic)
    14.44% Defense(Smashing)
    14.44% Defense(Lethal)
    8.5% Defense(Fire)
    8.5% Defense(Cold)
    7.88% Defense(Energy)
    7.88% Defense(Negative)
    6% Defense(Psionic)
    15.38% Defense(Melee)
    9.75% Defense(Ranged)
    11% Defense(AoE)
    30% Enhancement(Accuracy)
    10% Enhancement(Max EnduranceDiscount)
    95% Enhancement(RechargeTime)
    7.5% SpeedFlying
    GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)
    261 HP (19.49%) HitPoints
    7.5% JumpHeight
    7.5% SpeedJumping
    Knockback (Mag -7)
    Knockup (Mag -7)
    MezResist(Confused) 97.5%
    MezResist(Held) 97.5%
    MezResist(Immobilized) 97.5%
    MezResist(Sleep) 97.5%
    MezResist(Stunned) 97.5%
    MezResist(Terrorized) 97.5%
    MezResist(Teleport) 100% (20% chance)
    10.5% (0.18 End/sec) Recovery
    16% (0.89 HP/sec) Regeneration
    35% ResEffect(SpeedFlying)
    35% ResEffect(RechargeTime)
    35% ResEffect(SpeedRunning)
    28.25% Resistance(Smashing)
    28.25% Resistance(Lethal)
    29% Resistance(Fire)
    29% Resistance(Cold)
    16.25% Resistance(Energy)
    16.25% Resistance(Negative)
    17% Resistance(Toxic)
    17% Resistance(Psionic)
    7.5% SpeedRunning
    36% GlobalChanceMod PlayerCrit
    
    
    
    
    
    
    
    
    
    

     

    Raggedy Man - Scrapper (Martial Arts).mxd

  4. 1 hour ago, nihonsean said:

    Been running up a DM/Bio Armor scrapper and it is pretty fun. The self heal is pretty helpful for regenerating back health, but the surprise star has been touch of fear. It was changed to an AoE and it is stellar. The damage is so-so, but the to-hit debuff is 10%? and lasts 20 seconds. Recharge is low enough that you can keep this up full time. I've pushed S/L defense on him, so with a combination of reduced accuracy and defense mobs seldom get hits in. Best way to win? Don't die.

     

    Also, love the idea of recoloring midnight grasp green so that it looks like vines entangling the bad guys 😄 

    Oh yeah, I have been playing a DM/Bio scrapper for a while now, and it is absolutely monstrous in capabilities.

  5. I went with

     

    Admiral Sutter: Mostly because of the first mission, but I also really like the last one and the difficulty of managing the bosses with a non optimized group.

     

    Silver Mantis: because it has a great final mission, and it gives the best badge 😛

     

    Lady Grey: To me this is the "have it all" TF. You have a variety of challenges, some multi stage bosses, rescues and defeat objectives, and a nice mix of enemies in the fact that the Rikti can cover several bases.

  6. Hello again folks!

    I am facing a conundrum. I have a Bio Armor/SS Tanker named Shambling Mound, that is based upon the old D&D monster of the same name. Essentially he is a Swamp Thing/ Man Thing type of characters, a walking mass of coherent plant matter. The problem I am facing is that I am not sure that Super Strength looks right for the character...

    I have gone through all of the other Secondary power sets for a Tanker, and the only others that seem to work visually, would be Dark Melee, as when it is colored to match it has a lovely spore burst like effect and the Midnight Grasp looks like roots or vines, or Stone Melee, using the Lava style matches the plant and root coloration of the character's body and bio armor as well as having a sort of lumbering feel to it. The rest of the options were either unable to be colored properly (like Ice), were lacking in weapon choices (Battle Axe and Claws), were far too agile and active (Savage Melee, Staff), or something I am already playing (Titan Weapons). And while Spines could certainly fit the bill appearance wise, I just found it to be so underwhelming performance wise in regular content.

     

    All that said, I have experience with DM on several characters, Tanker, Brute and Scrappers, including a DM/Bio scrapper, so I know what to expect from it. However, I have never played Stone Melee, and I have no idea how it performs on a Tanker, save that it has a very slow, very lackluster AOE. So I ask, what would you suggest? Should I go with my tried and true DM for fun loving tentacle/vine action? Should I go with Stone Melee for the natural earth/plant theme? Or should I just stick with Super Strength and Foot Stomp my way to success?

     

    Thanks.

     

    Shambling Mound.png

  7. 50 minutes ago, ninja surprise said:

    You could not consider me a true friend if I did not say this.

     

    IP73r.gif

    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.

  8. 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 Tanker and know the durability it brings to the table.

    I guess my question to the experts out there is, are the benefits from Bio enough to make the Claws a solid solo performer as a Tanker? (I know how to Tank in groups in TFs and Trials, but when doing story content and hunting GMs/AVs, I am usually solo). Would I be well suited to use Bio/Claws Tanker as my "do everything" character, or would I be better off going with the greater damage of a Scrapper version?

    Help me Tanker forums, you're my only hope!

  9. 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 decade. I made a DM/Bio scrapper with a different RP hook and that has become mostly my main... buuuut... my altitis seems stronger these days, and I keep making new concepts to test and develop. Some are more fun than others. Some keep me coming back, some develop a "voice" of their own, and some get leveled up, incarnated out... and just make me feel, meh, and they get retired/remade (if I like the concept enough).

    I will say that I recently (in the past month or so) made and leveled the most enjoyable to play character I have maybe ever made. An Electric Armor/Titan Weapon tanker. I had tried TW on a brute when I came to HC, and did not like it at all back then... so clunky and disjointed in play... but I decided to give it another go after the changes, and I had this idea stuck in my head to make a Warhammer 40k style character with a massive chainsword so... I started in Praetoria and decided no XP buff, no farming, no leveling teams... just keep doing story arcs and the occasional level appropriate TF if there was one going. I was doing +2x4 content by level 20 and the character breezes through +4x8 content at 50. It is perhaps the most viscerally satisfying character I have ever played in CoX, an non stop dervish of smashing destruction, and I find myself logging that character in more often, even when I should be finishing a different one.

  10. 5 hours ago, the1egend1ives said:

    Another pet peeve I have is that I main a natural origin character and I frequently have to fight off demigods who constantly remind me that I'll die in five seconds to a gunshot wound,or that my arrows are totally ineffective against 99% of enemies.

    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 insists they are just a normal human... in spite of surviving bullets, blades, fire, poison, alien probing and getting yeeted by giant robots, all while tossing around incarnate and other powers that they fail to explain away. "Sure Bob, you are just an every day guy from Toledo... but that Barrier you just magicked up around everyone that stopped those giant death rays, isn't something you just picked up at Costco..."

  11. 17 minutes ago, AboveTheChemist said:

    Files with the .7z extension are opened with the 7-zip archive software, which you'll need to download/install if you don't already have it. Since that video was made, it appears that the CoH Modder archive file format was changed from .zip to .7z.

    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.

    • Like 3
  12. 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.

  13. 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 swap out the Doctored Wounds in Dull Pain for a 5 piece Panacea set, which would bring your regen to 604%, give you a bit more global recharge bringing Hasten down to 122.6, and give you a bit more recovery as well.

     

    • Like 2
  14. 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.

  15. 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 user experience would be great. Like, does Savage have the damage output on a Tanker to solo with reliability? Can it put out enough for the +4/x8 Solo ITF Shenanigans? I feel like it should pair well with Dark Armor, but my experience on it is limited to a Savage/WP brute and a Savage/SD stalker.

    Thanks for any help/input 🙂

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