
Col. Kernel
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Background info: This is the first scratch build I've made since coming back to City. This build is for a character playing as part of a group of other Nature Affinity characters. I'm happy with the primary/secondary powers as is, but could see adding Aqua Bolt and/or Rebirth if required for additional slotting. I have no use for the rest of them. I'm 4.5 seconds off of perma Overgrowth. I'm OK with that but wouldn't cry if someone can tell me how to make it perma. I'm more concerned with shoring up some defenses and resistances. Travel power will be Fly or Mystic Flight. Afterburner is a placeholder for Evasive Maneuvers. Thank you for your assistance. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Water Lillie: Level 50 Natural Corruptor Primary Power Set: Water Blast Secondary Power Set: Nature Affinity Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Hydro Blast -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(3), SprScrBls-Dmg/EndRdx/Rchg(3) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Water Burst -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/Rchg(5), SprScrBls-Rchg/+End(5) Level 4: Wild Growth -- RctArm-ResDam/Rchg(A), RctArm-ResDam(9), RctArm-ResDam/EndRdx/Rchg(9), GldArm-3defTpProc(11) Level 6: Whirlpool -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(11), SprMlcoft-Acc/Dmg/Rchg(13), SprMlcoft-Dmg/EndRdx/Rchg(13), SprMlcoft-Acc/Dmg/EndRdx/Rchg(15), SprMlcoft-Rchg/Dmg%(15) Level 8: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(17) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A) Level 12: Regrowth -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(21) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Krm-ResKB(23) Level 16: Lifegiving Spores -- SynSck-EndMod(A), SynSck-Dam/Rech(23), SynSck-EndMod/Rech(25), SynSck-Dam/Rech/Acc(25), SynSck-Dam/Acc/End(27) Level 18: Water Jet -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(29), Apc-Dam%(31), Apc-Dmg(31) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(33) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(33), StdPrt-ResKB(33) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34) Level 28: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(34), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Geyser -- Rgn-Dmg/Rchg(A), Rgn-Dmg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 35: Entangling Aura -- Lck-Acc/Hold(A), Lck-Acc/Rchg(39), Lck-Rchg/Hold(40), Lck-EndRdx/Rchg/Hold(40), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(42) Level 38: Overgrowth -- RechRdx-I(A), RechRdx-I(42), GssSynFr--ToHit(42), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43) Level 44: Vengeance -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46) Level 47: Victory Rush -- SynSck-EndMod(A), SynSck-Dam/Rech(48), SynSck-EndMod/Rech(48), SynSck-Dam/Rech/Acc(48), SynSck-Dam/Acc/End(50), SynSck-EndMod/+RunSpeed(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Scourge Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(7) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1423;682;1364;HEX;| |78DA6D934B4F135114C7EF74A6D4B6608B94F26879B494520A1D283EB646F0110D1| |8A2892E9B094C6192B1AD6D4964E95770E3CE579495A26EFD04BE12DDEB5EA0B445| |8D8A6EEAE1FE8FB40B27697F77CEFD9FC79C73EFC2ADB3ED9B176E9F168A6FCE364| |AA5CC5CBE585C2B94F345D765A3BC56346C5508D17EDD289BC5E179CBB62DD34586| |F0A12C73C5C8AD98CBBA546466294679B0B939BB96CDEA3290993993CD5A39ABBC2| |EBC8BF9BCAD9FB7AD95D5B24FAEE74D63D92C9656AD4207F60EB6ACDC8A47BE5D2D| |98E672E85CC15AD29B91178C2593FE4A9475BD972A8AD3CF1E11FC341C22A60991D| |68463943906BE6E6A84E827A4DDE206D914057E4A4293362DCE1C07DF9246859FAA| |0E9178CC2D8E449911D033A34A6D8EB44EC4733A9FC2E67906B66F329F83475F305| |F825E6AAF0B7914D72787B4F93F83EF28AE9B6B77BF82ED0DD9BC9CCBBB8518FE6D| |F0D80EB30206769955D04D893AE0AB74742BD216DCA7D7014DBCA7B83EEC69BE1DF| |42058017B779955B0BF06DE249F4ED4E7EC4C3964BFFB75303CC59C0607D3CC49B0| |936AE9E21974712D830170D80F3A48D3CDDFDFDDA047A864E961AF9EA0222B1FEE6| |1F6821A69FA58D327236B22E26706C02ED28410590BDD434591FBE0C803E643E623| |304A3E03DCBD81099CA418B3449D18E27843C7A18FCD304F80F193CC53E007F289F| |224A33F30DDF84F70EC17739FF91B1CFF037E24DF519ED628D730FE8F8F113FF904| |4C6D80053A0409EE4B823B9EE48E27B9E301FAC6099EE8444D957E9375E61EF32B9| |8FAC6FC0E6E2485D0F97BF41DDCBEA90A73975905D335661D144121A6F9164CF3CC| |D23CB3B0D67283E529B8786041A6C67C734D1716DD59D4D84436457A543D87375E2| |829F4A9DEB429CA25DCE8B66BC8596BD527A0DF6BD5DF45A6B63BE097E0618D8DAD| |96F576CBFA7FCF5F5527EFAF| |-------------------------------------------------------------------|
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Around level 8 or, IIRC, it's fun to take a team into Perez Park and just go round the street - not even into the park proper.
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I want to see more power choices within the sets, e.g. Master Brawler vs Practiced Brawler. Animation choices, e.g. Greater Fire Sword Circle w/o the sword. I want to see the AT (can't recall the name, maybe Warden?) that got developed where the primary power set had ranged and melee attacks, and the secondary had armor and buff/debuff powers mixed. IOW you'd be able to take Ice primary and have ice based blasts and melee, and take the secondary that has both Time and Super Reflexes, or Radiation Armor and Radiation Emission powers.
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The street in front of Blue Steel is a common fighting spot for KR, though the construction zone might be better. I don't recall ever doing an Invasion in Sky, Bricks, Fault, Croatoa, or a hazard zone.
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First off, YES! Take Hurricane. Slot it with 4x Dark Watcher's Despair (no proc) Next, Assault only needs 1 slot for EndRdx, put the 2 slots from Hurricane and this slot in Tornado. Put the KB>KD proc in Tornado and slot for Disorient if you feel the need for defense, or damage if you want to tear stuff up.
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Storm/Water is the most fun I've had in a while
Col. Kernel replied to Gulbasaur's topic in Defender
Only people who don't know how to play it give Storm bad press. Knock is a fantastic control, and you have two sets that do it well with Storm and Water Blast. The trick is to put a KB>KD proc in Tornado and either hover up to use LS (or position it so that foes are KB'd into a wall) and then drop your patches (FR, Sleet, etc) where you've re-positioned the mobs. As for skipping Herdicane, no way would I do that. Yes, it's a situational power, but the situations for it's use are very frequent. It's great for brushing mobs attempting to flee a debuff patch back into the patch, pinning a spawn into a corner, or herding a bunch of mobs into a corner pull. And yes, I do have a sub-50 Storm/Water, and she's a blast to play. -
Once you go down this path, forever will it dominate your destiny!
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What you want is a Time Defender Tank You have this PBAoE toggle debuff and the mobs nearly can't hit you. Add in your 2 click buffs that get you and the team, tell the team to stay close to you if they want to live and then dive into the middle of the mob. Secondary benefits are the standard; Dark = ToHit Fire = Damage Ice = Slows (with a hold or 2 to compliment your Time hold) and so on...
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I recall most of the Incarnate stuff, but that could probably use a tutorial for late comers and complete newbies to our beloved City. Edit: And I see that someone has put up text and graphics describing a simplified version of the process. I don't know if something like that could be created in AE or not (which is what was asked and I was replying to initially.
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I played a Bots/Traps on Live as my main villain from Going Rogue on. When I solo, I play Traps as chess, not speedball. Park the bots a ways behind me, lay trip mines and PGT in a bit of a mine field, throw caltrops in front of it so the lead runner doesn't blow it all up, and pull with the rifle. When the crowd is in the midst of being blown up I turn the bots lose on them. Seeker Drones are kept summoned as a defensive option as is the ranged stun (Photon Grenade?), or deployed as the bots rush in. On a team I primarily let someone else eat the alpha, or I use the Seekers to take the alpha, followed with Photon Grenade to stun as many as possible. If there's a tank I let them gather the mobs up.
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I came to post exactly that. ^^^ Seriously, CoH broke the mold for MMOs. The forced teaming and cookiecutter team of the idiotic trinity doesn't exist in CoH. Sure, you still have your DPS, and Control classes, but de/buff is now meaningful, and healing far less relevant. So pick which role looks interesting to you and play it. Edit: So since everyone else was making lists, I thought I'd post mine. I put roles into 4 classifications, as listed above; DPS Control De/Buff (buffing and debuffing Healing /Edit As one wag put it, "The difference between playing different primaries of Scrappers is like the difference between playing squash and playing racquetball. The difference between playing different Defender primaries is like the difference between playing hockey and playing piano." It's these differences that make CoH almost endlessly replayable. Or (segue from previous paragraph) pick a powerset that looks interesting to you. Take every power in it, develop your own playstyle for it and then respect out of powers that don't mesh with that playstyle. Then, and only then, read any guides for that powerset.
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Edit: Here's a link to the Homecoming of Sandolphan's MM Numpad Binds if you want to know more. /Edit Here's a set of binds for using the number key pad to control your MM pets. This is based on Sandolphan's MM keybinds, but uses binds to create other binds instead of loading different bind files. So numpad0 creates the binds to command all your pets, numpad 1 - 3 create binds to command just that tier. I'm just recently returned, so Demons and Beasts are all I've done so far. I'm also having issues with the pet buffing powers (decimal and shift/ctrl+decimal) that I'm probably going to end up just creating 2 bind files that load each other and not lose any sleep over it. Demons ctrl+NUMPAD1 powexec_location self "Summon Demonlings" ctrl+NUMPAD2 powexec_location self "Summon Demons" ctrl+NUMPAD3 powexec_location self "Summon Demon Prince" shift+decimal "powexec_name Abyssal Empowerment" decimal "powexec_name Enchant Demon" NUMPAD0 "bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall stay" NUMPAD1 "bind numpad4 petcompow Demonlings agg$$bind numpad5 petcompow Demonlings def$$bind numpad6 petcompow Demonlings pass$$bind numpad7 petcompow Demonlings att$$bind numpad8 petcompow Demonlings fol$$bind numpad9 petcompow Demonlings stay" NUMPAD2 "bind numpad4 petcompow Demons agg$$bind numpad5 petcompow Demons def$$bind numpad6 petcompow Demons pass$$bind numpad7 petcompow Demons att$$bind numpad8 petcompow Demons fol$$bind numpad9 petcompow Demons stay" NUMPAD3 "bind numpad4 petcompow Demon Prince agg$$bind numpad5 petcompow Demon Prince def$$bind numpad6 petcompow Demon Prince pass$$bind numpad7 petcompow Demon Prince att$$bind numpad8 petcompow Demon Prince fol$$bind numpad9 petcompow Demon Prince stay" Beasts ctrl+NUMPAD1 powexec_location self "Summon Wolves" ctrl+NUMPAD2 powexec_location self "Summon Lions" ctrl+NUMPAD3 powexec_location self "Summon Dire Wolf" ctrl+decimal "powexec_name train beasts$$powexec_name tame beasts" NUMPAD0 "bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall stay" NUMPAD1 "bind numpad4 petcompow wolves agg$$bind numpad5 petcompow wolves def$$bind numpad6 petcompow wolves pass$$bind numpad7 petcompow wolves att$$bind numpad8 petcompow wolves fol$$bind numpad9 petcompow wolves stay" NUMPAD2 "bind numpad4 petcompow lions agg$$bind numpad5 petcompow lions def$$bind numpad6 petcompow lions pass$$bind numpad7 petcompow lions att$$bind numpad8 petcompow lions fol$$bind numpad9 petcompow lions stay" NUMPAD3 "bind numpad4 petcompow dire wolf agg$$bind numpad5 petcompow dire wolf def$$bind numpad6 petcompow dire wolf pass$$bind numpad7 petcompow dire wolf att$$bind numpad8 petcompow dire wolf fol$$bind numpad9 petcompow dire wolf stay"
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I find that something like /bind h "nop" or /bind h nop works. No Operation = nop
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Yeah, that bad. IIRC it used to be 3 buildings but they just extended the outer walls and then connected some rooms/hallways seemingly at random. THEN they decided that only one entrance would be available. So I worked in bldg 3 (my numbering) but had to enter thru building 2. I'd go up the stairs, then turn approx. 135 degrees to my left. Another hall would split to the left, but I had to keep right (straight) thru the break area and then another 135 degree turn to the right followed by a 90 degree turn to the left. Go 10 - 15 yds and bear 45 degrees left to get to my cube farm. I had to use the bathroom while they were cleaning it one day. I'm in bldg 3, the only other bathroom anyone could tell me about was in bldg 1. I swear it took me over 20 minutes to find it. Really wish it had been making the glowie sound.
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I swear the office I worked in pre-covid was designed by the same team who designed the office interiors in CoH.
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Col. Kernel here. We're on Everlasting as far as I can tell, but join the RO Global channel (instructions on p.1) and make yourself known! I'm always up for teaming and, despite pugs being pretty decent on Homecoming, I'd still rather team with RO.
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Share your Puns/amusing Character Names
Col. Kernel replied to Venture's topic in General Discussion
Enormous Genitals isn't nearly as funny unless he's teamed with the Asian characters Hung Well or Long Wang (Fist Full of Yen). -
Share your Puns/amusing Character Names
Col. Kernel replied to Venture's topic in General Discussion
And whirlwind from the Speed pool -
Share your Puns/amusing Character Names
Col. Kernel replied to Venture's topic in General Discussion
Female with a bull's head all dressed in black leather, sonic blast/whatever = Pat Minotaur (already take on Everlasting, I haven't checked elsewhere.) -
Share your Puns/amusing Character Names
Col. Kernel replied to Venture's topic in General Discussion
Demon/Nature MM - Pistil Whip Chuck Norris dressed as Men In Black with a cowboy hat - MIB Walker (also a semi obscure SNMP reference) Pepto Dysmal Dark/Kin 'troller - Goth/emo chick with the Kin powers all soothing pink.