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paco6381

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Posts posted by paco6381

  1. Steps to reproduce:

    1. Select a lvl 50 character that has a second build at level 1

    2. Level up to lvl 34

    3. Talk to the trainer and open up the lvl 35 train up UI

    4. Select a power from an epic pool, but don't click Finish

    5. Click Cancel

    6. Log out and in on a lower level character

    7. Talk to the trainer and level up

    8. Observe that the power from the epic pool is selected

    9. Click Finish

    10. The client will crash.

  2. 3 hours ago, bustacap said:

    Another non mentioned item in TA is that disruption arrow stacks. 

    I don't think this is true.  With the changes to TA, I believe if you use Disruption, it replaces the old one now.

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  3. Just want to point out that Defense Debuff is one of the more useless types of debuffs.  Most folks slot enough Accuracy to hit things at a reasonable rate on their own.  In reality, any defense debuffs applied will only be useful in the event that the enemies have defense buffs, or to hit debuffs and yellow inspirations aren't readily available.

    If you want to go for the most useful debuffer, I would instead go with a primary of Dark/ (for -ToHit) or Sonic/ (for -Res) or DP/ (for -Dam).  There isn't anything wrong with Rad/, except that it's secondary is useless in most cases.  If you stick with Rad/, I would slot for Damage and Procs, instead of -Def.

  4. If you want to do some serious PBAoE blasting, Rad/Mental would fit the bill.  And, you can really make a dent in the debt badges just by leveling...  It's enjoyable to just Leeroy Jenkins into melee range and see how long you last going through your AoE attack chain of Irradiate, Drain Psyche, Atomic Blast, Neutron Bomb, Psy Shockwave.

  5. 18 hours ago, Ankhammon said:

    Great call!

    I been singing the praises of chem rounds since before live went bye bye. I was using it with a Naff at the time to great effect.

     

    My first thought for TA was to dbl down on -tohit with Dark Blast. Adding in a couple hundred -tohit percent would prolly help a bit against the purple patch.

     

     

    And to whomever said throw in acid arrow to boost flash arrow, bravo! I never even looked for that, but I see it now.

    Gonna need to slightly rearrange my fire order against big game.

     

     

    FYI, I don't believe you need a specific order.  Both debuffs will apply, regardless.

  6. Both /Water and /Dark are top tier defender secondaries.  I would say, if you plan on being in melee with Entangling Aura, then Water would be the better choice.  Its targeted AoEs will mesh much better than Dark's cones.  However, if you're not going to do that, then you could go either way.  Both secondaries would be pretty safe; Dark with all the -ToHit and Water with all the KD.  Both secondaries have room for lots of procs to up the damage.

    • Like 1
  7. Power is a good Epic for a number of Primaries or Secondaries.  However, Nature doesn't have a lot of synergy with it (other than stacking S/L resistance).  One of the big reasons to go with Power is to pick up Power Build Up.  But, it doesn't do much of anything for nature.  About the only thing it does is increase the heals and absorb in Regrowth and Wild Bastion as well as the ToHit debuff in Spore Cloud.  Not really game changing.

     

    For Nature, I would probably go with Dark Mastery Epic for Soul Drain, Dark Embrace and (if you plan on using Entangling Aura and being in melee) Oppressive Gloom.  Alternatively, like you said, Mace Mastery wouldn't be a bad choice if you really want to focus more on S\L defense.

     

    For reference, here is a thread on Nature/Water:

     

    • Like 1
  8. 10 hours ago, Mr. Apocalypse said:

    So I decided on a whim to see how fast I could Power level an alt and fully eqip it with a "top end" IO build (18 hours start to finish in multiple sittings over a single weekend), I had a rad/rad corrupter back before I/Os were a thing and did not want to go back down that road. So I recycled that character name and threw caution to the wind and jumped on making a rad/kin with the above build. with only a couple of changes. I am not at all settled on this build and I know it may be kind of outdated since it was posted so long ago.  My question is what would you change and what would be the best incarnate powers to go along with it?

     

    I plan on using it on TFs  mostly, and not really for solo play. below link has my changes.

     

    https://www.midsreborn.com/builds/download.php?uc=1588&c=731&a=1462&f=HEX&dc=78DA65944B4F135114C7EF4CA7424BA140818250E893960285026A342A0494040A092F1F71D34CDA699984B4CD7448E403F801C44457BE76A2F8FA08AEDCA8A8B074E71A35D1F84ACC789873AE2DCE249D5FCFBFE73D773A7FF59C2B979B9E60827B6A4D2E97D353454D5B2FE945CD3E2FE7D58C8D31E65C91CBFA867F45D6F41A30FDFF5CD24B7221AF64134B72569575B558484F420EDD5B71985CCFE51229B5A0E86AA6CCDC0BC5E25A624E91B38A565E554BF5A63DADE65775B5907799D67251CB28DA86138D92A2643BCF97D44CA292735ECE28702BEBE0D60EFD0CC0E7A40837811D5C86C8C2126349898911622FF2955071B2B345C114A525E232F2C80AF102B2F622F294C863996113A298B1368674F6115F80974762AFC1D386FE06B3F503920EF6064C3B6510ED01141BAE896664C347CC701ACC1A72B2D7EC30536C7C4B7C8F6CDE25EE215BA8EC0E54700854D641659B205D1D9FBAAE11A7696946B679882DC8F656E21F70F749CC03C1F57CAFF52398F1E87F14C0C9CD0773CF6064D72C31853C0B2D36F1C19AB66D6699EEC7C427C4A748FF33E273E43B68C143C1CCF301576683B2AD7CB0D66EF81675307F0019081243442FD0E760A111CC2841B097077B692B21DA4A88B612A6AD84692BE114068F43031D7C968E516CA7778C788C781C193D41A487743DC258279FA5731F336E82E82351F23DC0B310DD42F63D243E226E232720610F6FA3E7368AF13BC4BBC47BC881FBC471AC580204F90282B480015AC0202D60901630480B18FA8AC17B6046F8F98ED041DB0533C6078BDD104DF126B8F55319A9FF1B860F7D27FE40267F127F2183F07012142424287D927806120FF332C35BB8DC19C97CB5CD868C2E89F1CB38B00D83CD59A505A9F24233C194F69D200987A44F56E973952408016CD9357B70CE24F6E5D08F9BB804D72DECF265BCF2948D54BC328711B7F6376C95925669D42A8D592547A3F97F84B57EB74133D4A271C559655CAE362E551B8BD5C65F9BB6FBC1

    Just to make sure you're aware...  This build is pretty old.  There have been a number of changes to the game since then.  Most of the slotting is probably fine, but the Tactics slotting is obsolete, because the snipes don't require 22.1% ToHit for instasnipe.  Also, Rune of Protection is immune from recharge slotting now.  Those are the obvious things that stand out to me, though there might be others.

     

  9. 2 hours ago, Ukase said:


    A bind? That puts me in a bind. 
     

    Using keybinds for this would be impractical at best, at least for me. There are only so many keys on the keyboard. How would anyone remember what each key was for? With the macro, there's at least some visual clue, presumably an abbreviation or acronym. 

    I already have a bind for V,B,N, H, I, O, P, S, Z, T,M, N - which are the same for every character so I can keep them straight. Keybinds for all those pet options? I don't have enough keys. 
    And I can't use the number pad because my right hand is on the mouse if it's not on the arrow keys moving the character about. 

     

    As it stands now, I have the broad macros where I give the pets direction as a group. Telling one to go off and do X ...that opens up a lot of options, but requires way too many keys to have a different macro or keybind for each type of instruction. Surely this is the way of madness. Why would anyone be willing to entertain this level of control over a mindless henchman? More to the point, is it necessary? Or just optimal? I'd prefer to be optimal. No sense doing something half-assed. But, with the way I move a character, (arrow keys), I may be stuck in at a notch just above mediocrity. 

     

     

    In case you haven't really paid much attention to the following thread, it's a bunch of key binds that are already set up for you, and I think quite a few people use them.  For me, I took it and modified to make it a bit simpler (for me at least).  With 7 keys, I can select either a single tier of pets (or all pets) and do a go to, set to bodyguard mode, or attack.  

    I use Z to select Tier 1, X to select Tier 2, C to select Tier 3, or ` (tilde) to select all pets.

     

    Then, I use my two mouse buttons to either send the group to a location or set the group to defensive/follow.  Lastly, I use the 1 key for the group to Attack/Aggressive.

     

  10. 8 minutes ago, SeraphimKensai said:

    Yes I said Corruptor.

     

    This is my new toon concept I came up the other day while drinking beers and  historically I've had a private war with ants in my backyard so I drunkenly used an aerosol can of raid and ignited it with a lighter for a mini blow torch to get those ants after I disturbed their mound with my shovel. Yes, I did say I was drunk.

     

    So the theme is a tech based exterminator that uses fire and poison to dispatch it's targets.

     

    I know fully well that poison debuff values are better as a defender, but I wanted the crunchy goodness of corruptor damage and scourge, so corruptor it is.

     

    Thinking of building it with melee/ranged defensive softcaps in mind with recharge to try to keep Drain Soul up as much as I can and using Clarion/Defense Amps for mez protection to keep venomous gas and Oppressive Gloom up in melee while using envenom/weaken for target and splash stacking to maximize the debuffs.

     

    This is the exciting part of a toon taking the concept to an actualized toon. It will be exciting to see what this one will be able to handle when done.

     

     

    @Frosticus is probably the resident expert on poison...  Not sure if he is still around, but here is his Poison guide, including a Poison/Fire build.

     

     

  11. Typically, for Kinetics, I tend to settle on Vigor.  Since you can hit the damage cap with FS, Musculature and Intuition are less useful.  Accuracy, heal, and end reduction are all pretty good bonuses.  Also, with the extra accuracy, you can skimp on slotting for that and maybe add a few more procs in your attacks which would increase damage.

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  12. 1 hour ago, Ranger4834 said:

    I’m trying to build this timecop defender and noticed that Pacing of the Turtle: Chance for recharge slow is listed twice. Can you advise which power that should go into and what the other would be? I’m just coming back to CoH and so much has changed! 

    That IO Is not unique.  You can put it in both.

  13. 53 minutes ago, Nemu said:

    because radial scatter is not conducive to your AoE kill speed.

     

    Just a point of clarification... Radial KB isn't a thing in CoH, except for when you are standing in the middle of the mob.  All KB is done away from the point of the caster.  It is not based on the target.

     

    Having said that, you definitely want KB->KD in Explosive Blast because it is a 50% chance for KB, which just separates groups.

    • Thanks 1
  14. On 9/28/2021 at 6:53 PM, The Philotic Knight said:

    Well, I mean, the error kinda says what the problem is there - the program can't write to your CoH directory due to restrictive permissions. So you have to do one of two things:

     

    1. Change the permissions for that directory, and/or
    2. Move the CoH folder outside of the program files directory, as Windows sometimes acts extra protective of that folder.

    Rather than moving the folder or messing with permissions, you may be able to run CoH Modder as administrator.

     

    Run as Administrator in Windows 10 | Tutorials (tenforums.com)

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  15. 11 minutes ago, StrikerFox said:

     

    Not sure. Just made a separate tab and only added Pet Damage or something like that to the window.

    I think he's referring to the thick outlines on all the objects in your game.  I was wondering the same thing.  Is that a mod?

    • Like 1
  16. This is true.  Defenders get higher modifiers on all their debuffs.  However, with the constraint being "no damage", you're essentially throwing your entire secondary out the window.  Whereas, Elec/Earth/Ice controllers already do a very small (with a fair number of them doing zero) amount of damage through their primary set.  Just personally, I would find a defender that doesn't do any damage incredibly boring.

     

    Defenders get about 15% extra strength on their buffs/debuffs/heals. IMO, it's not enough to throw away your entire secondary.  You do you, though.  🙂

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