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TBN8681

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Everything posted by TBN8681

  1. Never was on your lawn and don't want to be on a lawn where I have to rely on the RNG to "hopefully" give me that Ragnarok that I need to complete my build lol
  2. Agreed lol. If farming is gone, I'm gone...unless of course there is a mission/arc that gives me a full specific purp set that I need for a build as opposed to random drops.
  3. Not salty at all about lost 50s. Impatient is a subjective term.
  4. EXACTLY. "Hello players, come play CoH where you can make countless fun builds with all sorts of powersets...BUT it will take you 6 months just to complete one toon!" A bit counterproductive I think.
  5. That's your opinion of course. Not everyone shares that opinion To me, even with double influence gain, it was too long to kit a toon out. Maybe I'm just impatient. Though I have met MANY players in game that share my opinion. They get so tired of the grind to kit even one toon out with purples. The fact is that influence gain is being decreased and nothing else is being increased to compensate for it. For example, if they increased the rate at which purps dropped along with it, then it would make more sense to me.
  6. Progression to 50 is not what I meant to say. Once you get to 50 and you want to slot your build that may require up to 6-7 purple sets, that will take much longer since the rate at which influence gained is slower now. Who knows, time will tell. On the flip side, taking longer to slot lvl 50 toons will make individual toons less OP and rely more on teamplay(assuming everyone's schedules align---which is never for too long). So hard to say how this will impact CoH, but I'm guessing it's going to negatively impact gameplay.
  7. I don't think CoH will be going away, but if I had to guess based on my gameplay experiences and interactions with other players, I'd say this will amount to people making less alts (funding will be slower) and perhaps players even spending less time on CoH because it will take longer to obtain influence to complete a build. Though I could be completely wrong. The only fact is that slowing the rate of influence gain without increasing drop rates will definitely take longer to complete builds.
  8. What this means to me (a busy adult with RL responsibilities as many CoH players are) is that it will take me even longer to gather the 25M-35M to buy a single purple enhancement. So this is drastically going to decrease my desire to grind and ultimately I will spend even less time on CoH because it will simply take too long to get even a single purple set. I might be more inclined to play if the chance of purple sets dropping was increased, but as of now, it seems like too long of a grind to build even one hero. Also, there was nothing keeping all players from farming. The influence imbalance comes from a player's desire to NOT farm. So it's pointless to balance it out when the root of influence imbalance was personal preference. Saying that double influence gain was unfair to players who CHOSE not to farm is invalid and completely incorrect.
  9. Well said. I also feel like I have to race with my teammates so I can cast debuffs before they steamroll through mobs. Aside from toggle debuffs, I've also been on plenty of teams where the mobs are destroyed before a kin is able to cast FS lol
  10. I must admit, I seldom get to use toggle debuffs aside from AVs and GMs. There are lots of good points made by you all. I'm wondering if it's easiest to just change the toggle debuffs into cilckable instant debuffs as opposed to adjusting difficulties, DPS, etc. I'm also wondering if this has been brought to devs' attention. Certainly, at some point, this should be addressed as I've been carried on many teams without contributing much when playing my debuff toons that have toggles as debuffs. I do miss the days when the whole team would have to coordinate and put in real teamwork just to kill a single mob.
  11. Wow, love your thorough description. Ty! This has made my altitis impulsive! Gonna roll one just because the only arrow sets I've tried are on a Blaster.
  12. Sorry, I wasn't clear. Not looking to auto follow. Just want to tag along and actively contribute. I also thought maybe ill/kin.
  13. To all you farmers out there, if you could pick one build to buff you while farming, which would it be? Why do I ask? Cuz I want to follow along and buff, just something different than the usual grind.
  14. Down to three for primary: Beam, Archery, or Dark. Going to go with TA as secondary.
  15. Dark/TA seems like it would work well too.
  16. This. I was thinking of trying just a few mins ago. Any other suggestions for Dark/?
  17. Recently made one. Around lvl 25ish currently. Curious about others.
  18. Hello All, Looking to roll a Blaster that is a 100% ranged. I wanna be far and just dish out DPS. Can someone suggest prim/second combos that fit my criteria well? Thanks!
  19. Hello all, Title says it all! In love with WarMace, but need suggestions for secondaries. Would be nice to solo AVs. So far, I've only tried WarMace/Rad. Thanks for all your feedback.
  20. TY! I've tried both and wasn't able to conclude which is better, so this helps.
  21. For end game content, which is a better tank?
  22. TBN8681

    Invul/DM

    Hello all, I am running the build below. It's great. Though like many of you, I am always looking to improve it. My only purpose for this toon is to tank and I am not talking about your average tanker playstyle where you taunt and start dishing out damage and forget about stray baddies running after the squishies. I taunt the majority of the group and spend the rest of the time scanning for strays to taunt so squishies don't have to kite/run. I am thinking of possibly dropping super jump and picking up Ninja Run. Is there a power someone can suggest as a replacement for super jump that can either boost my ability to survive or increase crowd control? 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 Mutation Tanker Primary Power Set: Invulnerability Secondary Power Set: Dark Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45) Level 1: Shadow Punch -- Empty(A), Empty(23) Level 2: Temp Invulnerability -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam/Rchg(7), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam(11), ImpArm-ResPsi(21) Level 4: Dull Pain -- RechRdx-I(A) Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(9), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(46), GldArm-3defTpProc(50) Level 8: Shadow Maul -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(33), SprMghoft-Acc/Dmg/Rchg(33), SprMghoft-Dmg/EndRdx/Rchg(34), SprMghoft-Rchg/Res%(34), SprMghoft-Acc/Dmg/EndRdx/Rchg(34) Level 10: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(25), MckBrt-Taunt/Rchg/Rng(25), MckBrt-Acc/Rchg(27), MckBrt-Rchg(27), MckBrt-Taunt/Rng(29) Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(46) Level 14: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(46) Level 16: Siphon Life -- Hct-Dmg(A), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(39), Hct-Dam%(39), Hct-Dmg/EndRdx(39) Level 18: Invincibility -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(19), GifoftheA-EndRdx/Rchg(19), GifoftheA-Def/EndRdx/Rchg(21), GifoftheA-Def(29), LucoftheG-Def/Rchg+(45) Level 20: Touch of Fear -- UnsTrr-Acc/Rchg(A), UnsTrr-EndRdx/Fear(40), UnsTrr-Acc/EndRdx(40), UnsTrr-Fear/Rng(40), UnsTrr-Acc/Fear/Rchg(42), UnsTrr-Stun%(43) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Super Jump -- Jump-I(A) Level 26: Kick -- Empty(A) Level 28: Tough -- EndRdx-I(A) Level 30: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(31), GifoftheA-Def(31), GifoftheA-EndRdx/Rchg(31), GifoftheA-Def/Rchg(33), LucoftheG-Def/Rchg+(43) Level 32: Provoke -- Empty(A) Level 35: Tough Hide -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(36), GifoftheA-EndRdx/Rchg(36), GifoftheA-Def/EndRdx/Rchg(36), GifoftheA-Def(37), LucoftheG-Def/Rchg+(43) Level 38: Unstoppable -- StdPrt-ResDam/Def+(A) Level 41: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42) Level 44: Physical Perfection -- Pnc-Heal/+End(A) Level 47: Midnight Grasp -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(48), SprGntFis-Acc/Dmg/Rchg(48), SprGntFis-Dmg/EndRdx/Rchg(48), SprGntFis-Acc/Dmg/EndRdx/Rchg(50), SprGntFis-Rchg/+Absorb(50) Level 49: Dark Consumption -- GntFis-Rchg/+Absorb(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 50: Preemptive Radial Interface ------------
  23. I would say this is more of a design flaw. I've seen MM pets literally block an entire team from making its way through a door or in cave missions. Considering that, it's fair to introduce a sense of urgency. But hey what do I know, perhaps 15 years isn't that long right? Lets wait another 100 before we even think about introducing a sense of urgency for this flaw. "How are the pets preventing you from using your powers exactly?" ---- LOL! Seriously!?
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