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Everything posted by cohRock
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I just rolled an ice/bio sentinel. He will of course be taking Athletic Regulation. He'll also be taking Stealth from the Concealment Pool. I'm curious if that pool's Infiltration speeds will stack with those of Athletic Regulation? Infiltration doesn't like to stack with skills such as Super Jump, so I'm not really hopeful. OTOH, these are both "speed encouragers", not true travel powers, so they might work together.
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It's a gift. 🐶
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I do Ouro missions sometimes. There is a problem with doing longer arcs. The flashback mechanism is structured as a task force, which means once the arc has started, you can no longer add people, which you could have done if you had done the "real" arc earlier. This makes it awkward to do with random pick-up group unless you luck out and everyone who starts can stay through the end. I'm not sure, but if everyone in your team gets the arc reward merits, that might offset the not-invite issue. In normal missions, only mission holder gets the arc merits.
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Start in Bloody Bay as Rogue see someone recruiting for Respec Trial that begins in IP send tell saying you'd like to join recruiter says i need to be blueside before they can add me leave Bloody Bay because Ouro Portal not active there. launch Ouroboros Portal right out of the helicptor try to click portal over and over. 😦 decide you can't click portal -- you always get the helicopter menu no matter where you stand 🙄 super jump across Cap Au Diable to get to base portal enter base and go to IP finally get yourself added to team 🙂
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Thanks for feedback, everyone. It didn't occur to me that multi-target attacks would have a LOWER chance of proccing than singe-target attacks. Guess I'll respec soon, drop Gust, replace it with Cloudburst, and put the defender set in there.
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I have a general question, but it is driven by a specific proc: Vigilant Assault: Recharge / Chance for PBAoE +Absorb. Its info says it can go off about 4 times per second. I have it slotted in my defender's storm blast secondary power, Chain Lightning. I can easily use it multiple times a minute, but when I watch for it to go off, I might only see its effect every 2 minutes or so. Do I misunderstand the frequency with which it should go off, is Chain Lighting a bad power in which to slot it, or could I be missing many instances of it firing? (I am monitoring Absorption Points as shown in Combat Attributes.)
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I think I just did it all. The update to Vidiotmaps was very quick and occurred with nothing unexpected happening. Thank you.
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Thank you for your quick reply, and for keeping the tool alive. I'll download your version.
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I am reinstalling Modder on a new computer after over a year of not playing. It installed and sort of ran yesterday -- updating vidiotmaps was more complicated than I remembered, and something came up, so I didn't finish. This morning I was planning on fighting through it, but now Modder won't start properly. It keeps giving one exception notice after the other. The first of MANY problems even in the first notice begins: That notice spans about 4 inches. When I acknowledge, another notice, then another, etc. The chain eventually stops (except one time when I had to use Task Manager to kill it). I assume there is a configuration problem, but if so I don't know why it ran yesterday. I believe my CoH Root Directory is proper: * C:\games\coh\Homecoming The executable 'launcher.exe' is two levels below that. Oh, here is image of the first error notice.
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I see no love for Infiltration. Is Super Jump the better travel power of the two? Yes. But does it offer extras, like travel defense and stealth? No. It's also easy to cap your Jump Speed in infiltration, though jump height is where Super Jump has the lead. Slot it with a Universal Travel set and it also offers very good run speed. Some folks take random powers just so they can slot a 7.5% recharge proc from LotG, so if you are going to do that, take one you'll use instead. Summation: Though Infiltration is not a first rate travel power, I would classify it as the best of the second tier ones. It starts out better than the prestige travel powers like Athletic Run (10% greater specs), adds stealth and travel defense, and is slottable. I think it is worth considering in many builds, especially if you already opened the Concealment Pool with the Stealth power. (Note that Stealth and Infiltration are mutually exclusive, though. ) If you are a Kin, Infiltration moves into first+ tier travel, being buffed by Inertial Reduction.
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If $10,000+ uncommon salvage bothers you, the issue is easy to sidestep. Run one AE mission set to Mission Architect rewards. You'll still get normal xp, but the drops are replaced with Mission Architect tickets. One medium length mission will likely give you over 1000 tickets. Among the many things you can redeem the tickets for is uncommon salvage for 80 tickets each. I think rare salvage is 300 tickets, and a random common salvage is just 8. See: https://homecoming.wiki/wiki/Ticket Following my advice, I found a great Dev Choice arc -- excellent story. It is #3408, The Golden Age of the Paragon Society. AE can be far more than a place to mindlessly farm.
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I have a level 38 beast/kin mastermind. He already has 2 of 6 possible pet armor procs. Mark of Supremecy: pet regen and 10% global resist in Wolves Command of the Mastermind: 5% AoE defense in Dire Wolf Four other armor procs are available. I plan to add another 10% global resist proc and a 5% global defense proc from pet damage sets. If I wanted to go full-on protection, I could double up on these by getting the same procs from the recharge-intensive pet damage sets. If I choose to do this, my first thought is to move the Mark of Supremecy set to the Lionesses. Then the 4 non-mastermind-specific procs would go into Wolves, along with an acc/damage and acc/damage/recharge elements from one of the 4 sets. I realize this would greatly reduce their damage potential, but they, and the other 3 pets, should live longer. What is your opinion on the pet armor procs? How many would you slot in your pets?
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Crab Spider Build: Sentinel with Pets
cohRock replied to cohRock's topic in Arachnos Soldier & Widow
@Two Dollar Bill, Since the first two attacks are Channelgun and Slice, he has to choose one of them. (Alternatively I guess he could tale either Single Shot or Pummel from the Arachnos Soldier set, but I believe that would lead to annoying redraw.) He will generally be teamed, so if Omega Maneuver is not a useful team power, he could choose either Frag Grenade or Hasten in its stead. Thanks for the feedback; I'll think about your comments. -
I have a crab spider ("Bakpak") who has just turned 31. His build is planned in Mids Reborn. He is only taking traditional ranged attacks from the Crab Spider and epic pools, and no attacks from the Arachnos Soldier Pool. So his slottable attacks will be: Channelgun Longfang Suppression Venom Grenade Mu Lightning (epic pool at 41) Ball Lightning (epic pool at 44) Some of his direct offense will also come from the prestige attacks Sands of Mu, Nemesis Staff, and Blackwand. Since he has extra toHit and Accuracy via Leadership and Offensive, these should be reliable enough to fill in any gaps in his attack chain. Their chance to hit is also boosted by the -defense side effect of the first three attacks listed. He skipped all the melee attacks. Thus this build looks a lot like a Sentinel -- ranged-only attacks but with shields and mez protection. However, he will eventually have 3 sets of pets added as well as a pseudo-pet: Omega Bomb (pseudo-pet at 32) Spiderlings (at 35) Reinforcements (at 38) Mu Striker (epic pool at 47) Feel free to offer feedback and suggestions. He will be taking all Traning and Gadget powers as well as all Crab Spider Training powers. From the Leaping pool he has Combat Jumping, Super Jump, and Acrobatics (since he has no native knockback protection). The only other pool power he has is Teleport Target.
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Mids won't open visibly, even after reinstall.
cohRock replied to cohRock's topic in Mids' Reborn Hero Designer's Forum
Never mind. I was able to use the application taskbar icon to maximize Mids to full screen, then unmaximize. It disappeared. But the next time I started it, a normal, visible, resizable window appeared. -
Earlier today I was having problems with my mouse and I'm sure that I did things that I didn't want to do. Mids was running fine at the time. However, after a reboot, I can not get Mids to function. It opens with its normal splash screen, but no application window appears. I can open a second non-visible window. Neither one will show up. So I went to midsreborn.com and got the latest version (which I'm sure I was already running). I reinstalled, choosing the "fix existing installation" option. That seemed to operate succesfully, but, still, no Mids window will become visible. I uninstalled Mids, rebooted, and reinstalled it. Nothing changed. It still goes thru the motions of starting up, but no actual window appears. I believe this might be a case of the dreaded 1x1 application window stuck in the upper left portion of the screen, with no way to enlarge it or move it. When that has happened with a browser window, rebooting the machine fixes the problem. Not with Mids, though. Whatever the problem is survives a disinstall, reboot, and reinstall process. Does anyone have any idea how to get my Mids working again?
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issue 27 Patch Notes for March 29th, 2022
cohRock replied to Faultline's topic in Patch Notes Discussion
... except, egos being what they are, he/she/it would want to be called "Mapmaster"! -
Heh, I've been ignorant, and did not know there even was movement suppression (MS). Because of endurance concerns, my characters never use full travel powers during missions. (Well, I will occasionally Sprint to catch up to team if they are ahead of me for some reason.) So Fly, Super Speed, or Super Jump are used between missions, while Combat Jumping or Hover are used within them. So the effect MS has had on me has been nil, and it would not matter to me if it were kept or removed.
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Thanks, Bopper. I forgot to say that my run speed numbers included Swift but not Sprint, which adds another 14.32 mph to run speed (69.91 mph total). It also adds 0.40 feet to jump height. These are base values because I have Sprint slotted with a Celerity:Stealth. You're right about a Blessings of the Zephyr IO. Why just buff jump height when I could buff Run Speed as well?
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Thank you for the feedback, folks. I have Infiltration three-slotted now: Attuned Winter's Gift: <travel>, endurance Attuned Winter's Gift: <travel> Jump: lvl 30 generic IO I bought the two Winter's Gift IOs at Wentworths for a little over 2 Mil apiece, but it pays off. The set bonus is 3.75% resist to fire/cold. My Ice/Ice guy doesn't really need any more Cold resistance, but the fire resist is welcome. The movement increases are: Run Spd: 34.52 mph (55.59 mph total) Jump Spd: 40.75 mph (78.18 mph total, capped) Jump Hgt: 57.78 feet (70.77 feet total) End Cost: 0.37 end/sec Also, the unbuffed defense is 1.75%. He is currently level 30, and these attuned values will go up slightly as he levels. It is still no Super Jump, but he may end up skipping SJ. I will likely end up replacing the Jump IO with LotG:Recharge, but I'm tempted not to.
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I finally got around to giving a character the Concealment:Infiltration power. While it is not as powerful or quick as Fly or Super Jump, it is, unslotted, 10% better than the free prestige run+highHurdle powers (Beast, Ninja, and Athletic). It can be slotted with run, jump, and defense enhancements, and of course end reduction. So when run and jump enhancements are added, it performs significantly better than the mentioned prestige run powers. Note that the endurance cost of Infiltration is slightly less as well, 0.46 end/sec vs 0.57 end/sec. After respeccing my Ice/Ice Sentinel to give him Infiltration and adding slots for run and jump, I found it fairly useful. Later in the build I plan to give him Super Jump as well, but the defense and stealth from Infiltration are a very nice bonus. He also placed a celerity:stealth enhancement in Sprint, which increases the 35 ft radius of Infiltration to 65 feet while Sprint is on. Since he also took the Concealment:Stealth power, he can have a 55+30 foot radius during missions. Note that Stealth and Infiltration are mutually exclusive. When one is toggled on, the other goes off. Since both have very fast recharge, and one is for outside missions and one inside, the mutual exclusion poses no problem. Now that I've had some time to think about it, he'll eventually 3-slot Infiltration. One slot will be "defense" with an LotG 7.5% recharge proc. The other two will be one of the universal travel sets, Winter's Gift or Blessings of the Zephyr. He only would slot two of the three; an Ice Armor Sentinel needs neither additional slow resistance nor knockback protection. One of the enhancements would be full-power buff of both run and jump, while the second would further buff those as, well as add some end reduction.
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Suggest: Add link to posts at top of Archetypes forum.
cohRock replied to cohRock's topic in Website Suggestions & Feedback
@Bopper That would be workable, but the link might be more obvious. -
I've been using the forums for two years, and I just realized the other day there are general posts below the long Sub Forums section of the Archetype forum. (I can be an idiot, I know.) There might be other people who don't realize there are cross-archetype posts below that section. I suggest adding a link just prior to the Sub Forums section pointing to just below it, so it will be obvious to my fellow knuckleheads that they can post more general archetype questions there. You might need to add a title just above the first post, so that the link has a steady target. It could be something like, Cross-Archetype Posts.
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I plan on eventually getting both sentinel-specific sets in their full form (6 enhancements, brought superior). Currently just have 5 of Opportunity Strikes and 4 Catalysts, so I'll upgrade that one when I have 6 of each. My first Sentinel's Ward enhancement will be the proc, like you say, free absorb sure won't hurt. His Willpower is very effective and is buffed by two 3% global defense procs, the 5% resist proc,and the 3% plus (up to 13%, I think) scaling resist proc. So he has less worries about the RNG declaring him dead at random points. But still, free is free. 🙂 And it will go in Psychic Wail, his tier 9 PBAoE, so the proc will affect a lot of foes at once, at the exact point when he has drawn max attention to himself. Yeah, I think I'll like that.