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Everything posted by cohRock
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Thank you everyone for responding. He went ahead with the respec and is now level 37. He has Teleport Target (TT) and Combat Teleport instead of Combat Jumping and Super Jump. At 47 he plans on taking Fold Space. I do miss the "boingboing" of CJ but I don't feel it is essential. Actually, laying down Static Field (self-renewing sleep field) then drawing foe(s) to him with TT or Zapp (a snipe) means that he isn't moving a lot during actual battle. This will be especially nice when he has the Overwhelming Force set 6-slotted in Havoc Punch, which will grant 4 points of knockback protection. He'll be taking Tough at 44, giving some smash/lethal resist as well as a power in which to slot the two +3% defense procs. With both Maneuvers and Scorpion Shield he'll be able to slot two LotG 7.5% recharge reduction, as well as the Shield Wall 5% resist-all proc. He'll get more recharge reduction from other sets as well. For his Alpha at 50, he'll probably take Agility, which begins with an End Mod boost at tier 1. With the large majority of his pri and sec powers being slottable for end mod, he should be draining foes quite quickly, as well as boosting his own end recovery. Tier 2 will add recharge reduction to every power (including Hasten), and tier 3 will add defense, boosting Maneuvers and Scorpion Shield.
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I am very used to my guys having either Hover or Combat Jumping. But now I'm faced with no room for Teleport Target due to four other pools already active -- Leaping, Speed, Leadership, and Fighting. This is on level 25 elec/elec dominator. He was not even planning on Super Speed originally, but once he had Hasten and Combat Jumping, why not take Super Speed and slot in a Celerity:Stealth. So he did. Now he can stealth effectively, but he has no way of helping teammates get to where he stealthed. Thus taking Teleport Target is very appealing, but he has to give up something. What I am considering is giving up Combat Jumping (and eventually Super Jump) for Teleport Target and Combat Teleport. Downsides: not used to playing with neither CJ nor Hover in missions lose minor defense from CJ lose immobilize protection Upsides: gain ability to quickly teleport even while immobalzed gain one-shot worth of bonus ToHit after teleport can Teleport Target for either teammates or foes What do you guys think? I'm probably going to try respeccing into Teleport Pool, but would like to hear feedback. BTW, external to missions, the travel combo of Super Speed, Athletic Run, and Sprint is very effective. Combat Jumping adds nothing to that except minor defense, which would very seldom matter because of the effective invisibility. He's got the p2w Jump Pack for when very great height is necessary. IMO, sacrificing Super Jump for that combo would not be a loss.
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What do you think is the most even power set?
cohRock replied to Kung Fu Cow's topic in General Discussion
For protective sets, there has been a lot of Willpower love here. I'll agree that it is a great set. However, I'm going to side with the original poster about Super Reflexes (SR). While his example is a scrapper, my favorite SR experience is with tanks. very high positional defenses (damage type is almost always irrelevant) very high resistance to defense debuffs (you remain well defended even when foes are trying to lower your defenses) scaling resistance -- the lower your health, the higher your global resistance to damage If the tank doubles down on his protection with Tough, Weave, and Maneuvers, he becomes very hard to kill -- I rate it as close to the survivability of a stone tank in Granite form fighting non-psychic enemies. Well, except without the weakness to psi, the lowered damage, and recharge penalty. The downside for SR is the sheer number of toggles, causing end problems that aren't fully solved until your character has incarnate power(s) helping his end reduction. Energy Mastery: Physical Perfection is a big help too. One thing I particularly like is if your SR tank farms, you aren't limited to fire farms. Since you handle any damage type equally, you can choose any foe. Of course, people you recruit to help you tend to complain that the foes are doing non-fire damage... -
After 12 long years, Stan and Lou are back! * #32: Sharkhead Isle These are little radio plays featuring two wannabe villains, but maybe not the smartest dudes to ever encounter an Arachnos. You can find the whole set on Fishmorph's channel. (I'm glad YouTube subscriptions don't expire. 🙂 )
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Why is the Regeneration power set not available to tanks?
cohRock replied to cohRock's topic in General Discussion
I don't follow you, DG. As far as I have seen, brute damage avoidance is equal for both brutes and scrappers. What makes brutes more robust is their higher max HP, which essentially amplifies the various modes (resistance, defense, and regen). That said, I do agree that recharge is a significant factor for the regen set. Both Dull Pain (360 sec) and Instant Healing (650 sec) have long recharge times on their own. Since they are the primary in-set amplifiers of peak protection., higher recharge is a good thing. Moment of Glory is shorter (240 sec), but it only lasts 15 seconds nowadays. So having a lot of global recharge would help survivablity a lot. -
One of the protective sets not available to tanks is Regeneration. I've got two theories as to why. The first is that a regen tank would find it difficult to serve as a "damage sponge". Peak incoming damage would overwhelm his health regeneration even with the limited resistance from Resilience. If Resilience and the recharge time of Instant Healing were buffed sufficiently to handle this, the tank might become close to unkillable. (Of course a Super Reflexes tank with Tough, Weave, and Maneuvers already approaches that, but still.) The second theory is that something close to a Regen tank already exists, the Willpower tank. While there are differences between Regen and Willpower, fundamentally they share a lot in common. Does anyone know the actual reason Regen has never been ported to tanks?
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At what level did you make 6x Tier4 incarnate?
cohRock replied to cohRock's topic in General Discussion
I don't plan to make getting 6xT4 a common thing. My typical goal with 50s is 5xT3 with Alpha at T4. In the process of that goal, I may end up with enough Empryeons to make something else T4, but not as a specific plan. I have extra Empryeons because I avoid spending them on the Alpha. -
I just for the first time got a character to 6x Tier4 incarnate (specifics below). She is vet level 33. She didn't do very many incarnate trials, so she had to make most incarnate components from threads and shards. Oh, her Apha was helped by doing a Mothership raid, giving her enough Vanguard Merits to buy multiple Gra'i Matter Conversions. The only threads and Empryoens she used in achieving Alpha T4 was the initial T2 and T3. Besides that it was all shards and Notices of the Well. She didn't spend cash for any components, but she did convert 20 Astral Merits to 4 Empryeons. So, about what level do you generally expect your guys to achieve 6xT4? ShadoShot: Dark/TacArrow Blaster Alpha: Intuition Radial Paragon Judgement: Ion Core Final Judgement Interface: Spectral Radial Flawless Interface Lore: Arachnos Radial Superior Ally Destiny: Clarion Core Epiphany Hybrid: Support Radial Embodiment
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stuck on last mission (?) of Harvey Maylor's arc
cohRock replied to cohRock's topic in General Discussion
Abandoning and re-acquiring the mission worked since I ensured the hunt took place on the streets. Thank you, all. -
I would like to complete Harvey Maylor's arc against Vanessa and the Carnival. I've already fought and defeated her once as an AV. It looks like I am supposed to do it again. I picked up a mission afterward that says in [more...] Even though it is complete, Harvey won't give me a new mission, but he would allow me to autocomplete the current one. The title of the current one is "Defeat Vanessa & her servants". The mission tab neither shows the mission as complete nor states a zone to go to. What may have happened is that the hunt was not accomplished on the streets, but by doing someone else's Carnival mission. This may have confused the game logic, which might have chosen the zone where the hunt was completed as the one where the final mission would be.. Does anyone know how to do the mission? I would prefer not to auto-complete it if I don't have to.
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Nevermind, I get it. After reviewing it on a character who has the Overwhelming Force set, I see I didn't read the name of the IO well. It has 3 effects. Damage Chance for Knockdown (20%) Knockback to Knockdown So instead of being worse than the Sudden Acceleration proc I mentioned in last post, it is a lot better.
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Okay, cool. A bit confused about what your are saying. Doesn't Sudden Acceleration:Knockback to Knockdown do the same thing? I guess what is really confusing me is the IO name, "Chance of ...". If it always works, why say "chance"?
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Thanks guys. I didn't realize either Apprentice Charm (she's magic) or Electrical Net Arrow could ignite Oil Slick. Cool. I think she'll be using Bonfire as well. She's already pretty AoE intensive, so go where one's strengths lie. That said, I'm still concerned about the efficacy of Overwhelming Force:Chance for Knockback to Knockdown. Can it be relied on to at least usually avoid knockback in a long-recharge power?
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I rolled a Dark / Tactical Arrow blaster. His T9 arrow is Oil Slick, which can do a lot of damage if it is hit by a fire attack and set afire. Since he has no native fire attacks, will the Flame Mastery power Bonfire be a reliable means of doing so? If not what other options would there be? I am aware there will be a recharge imbalance -- base recharge on Bonfire is 120 sec and Oil Slick Arrow 90 sec. Hopefully over time he'll gain enough global recharge to minimize this problem, plus he can slot more recharge into Bonfire than Oil Slick. Mids says Bonfire includes a knockback effect, which would be counterproductive, knocking enemies off the slick and out of the fire it just (hopefully) caused. So I plan on slotting a kb2kd proc into Bonfire, avoiding that issue. The Univesal Damage IO set Overwhelming Force contains a "Chance for Knockback to Knockdown" element. With the long recharge on Bonfire, will the "chance" of it happening be reset to go off when each use of it occurs? By the way, there are a number of really good blaster secondaries. I think Trick Arrow is one of the best, with Eagle Eye coming close to making the blaster a regen guy (high boost to both regen and recovery) and Gymnastics granting 20% global recharge, some defense, and knockback/slow protection. Add the new Concealment:Stealth power (now invis) with even more defense and he begins to become pretty rugged. (Yes, he'll add significantly more defense and resistance with IO procs and, in this guy's case, Fire Shield.)
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I don't know when it was added, but acceptance of a teleport is an option. IIRC, the default is auto-accept, but a player can change that so that s/he must specifically approve of accepting a teleport.
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Another of my guys just picked up Evasive Maneuvers, an AR/FF corruptor. He's level 30 and can have 106.85% travel defense and 30% travel resist. Admittedly, most of it comes from Personal Force Field (77.07% of defense and all 30% of resist), but it's still pretty crazy numbers. Stealth for him would be kinda silly. Yes, he still has a 5% chance of getting hit, but I think hovering thru crowds of foes is a non-issue for him.
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This topic occurred to me as I examine my Demon/MM build. At level 47 he took Superspeed and slotted it with a celerity:stealth proc. Since he also has Teleport Target, he can get teammates to where he stealthed. But then at 49 he took the new flight pool power, Evasive Maneuvers. It is a really great power, and if I had known it was that good, he probably would have had it earlier. If you are unfamiliar with it, it has several properties: buffs speed of Fly and Hover. In fact it more than doubles Hover flight speed. gives to control to Fly even if Hover not present or not on it offers significant protection against immobilization (level 9 protection IIRC) it offers almost 50% resistance to knockback it offers 13.5% travel defense and more defense can be slotted. By "travel defense" I mean the defense aspect goes away if you attack, click an objective, give pet command, etc. If I consider the defense he has via Farsight, Hover, Maneuvers, and various set bonuses, and the fact that he hasn't actually used Superspeed, like ever, it would seem useful to trade it out for maybe Assault. (Assault would help make up for the lost pet damage he experienced due to slotting various pet protection procs.) With his defenses and resistances, he can fly thru crowds and pretty much ignore their fleeting aggro. Just as with Superspeed, he would dismiss his pets before doing such. Why am I asking this here instead of the MM archetype forum? Actually I posted an MM-specific question there. But everything I have said applies to anyone who takes Hover, Farsight (or other significant defensive powers), Maneuvers, etc. Well non-MM most characters wouldn't have pets to contend with, but that overhead doesn't really effect the concept. BTW, Evasive Maneuvers isn't the only power that fits this concept. Someone with the Force Field set can accomplish the same thing, even better, with Personal Force Field. And to stave off the inevitable, "we need to see your build to give an informed response", I posted that in the MM thread.
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Hi, all. My Demon/Time MM made 50 yesterday and is currently working on incarnate powers. I have a question concerning Superspeed, which he took at 47 and is slotted with a celerity:stealth for full invisibility. At 49, however he took Evasive Maneuvers, and no I am wondering about the utility of Superspeed, which I haven't used in many play sessions. Since Evasive Maneuvers + Farsight gives one a great deal of travel defense, I am strongly considering replacing Superspeed with Assault. Here is the build: This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Ack, the forum won't accept full exported build, so here is the text version of the raw .mxd file: Daemon Demon: Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Time Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: ------------ Level 1: Summon Demonlings EdcoftheM-Acc/Dmg/EndRdx(A), EdcoftheM-Acc/Dmg(3), EdcoftheM-Dmg/EndRdx(5), EdcoftheM-Dmg(7), EdcoftheM-PetDef(25), SvrRgh-PetResDam(48) Level 1: Time Crawl PcnoftheT-Acc/EndRdx(A), PcnoftheT-Acc/Slow(34), PcnoftheT-EndRdx/Rchg/Slow(43) Level 2: Temporal Mending NmnCnv-EndRdx/Rchg(A), NmnCnv-Heal/EndRdx(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(7), NmnCnv-Heal/Rchg(34) Level 4: Hover Flight-I(A) Level 6: Enchant Demon EndRdx-I(A) Level 8: Lash Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(25), EndRdx-I(48) Level 10: Temporal Selection RechRdx-I(A), RechRdx-I(36), RechRdx-I(37), Heal-I(46) Level 12: Summon Demons Acc-I(A), Dmg-I(13), Dmg-I(13), Dmg-I(15), ResDam-I(15), Heal-I(34) Level 14: Maneuvers LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(46), LucoftheG-Def/Rchg+(50), ShlWal-ResDam/Re TP(50) Level 16: Distortion Field RechRdx-I(A), EndRdx-I(17), Hold-I(17), Slow-I(48) Level 18: Hell on Earth ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Dmg/EndRdx(40), ExpRnf-+Res(Pets)(40), CaltoArm-+Def(Pets)(43) Level 20: Time Stop Lck-Acc/Hold(A), Lck-Acc/EndRdx/Rchg/Hold(23) Level 22: Fly Flight-I(A) Level 24: Teleport Target Acc(A), RechRdx-I(46), Range-I(50) Level 26: Summon Demon Prince SprMarofS-Acc/Dmg(A), SprMarofS-Acc/EndRdx(27), SprMarofS-Dmg/EndRdx(27), SprMarofS-Dmg(31), SprMarofS-Acc/Dmg/EndRdx(37), SprMarofS-EndRdx/+Resist/+Regen(37) Level 28: Farsight RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), ToHit-I(33), DefBuff-I(33) Level 30: Time's Juncture EndRdx-I(A), EndRdx-I(31), ToHitDeb-I(31) Level 32: Abyssal Empowerment EndRdx-I(A) Level 35: Slowed Response Acc-I(A), RechRdx-I(36), DefDeb-I(36) Level 38: Chrono Shift RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), EndMod-I(39), Heal-I(40) Level 41: Dark Embrace GldArm-Res/Rech/End(A), GldArm-ResDam(42), GldArm-End/Res(42), GldArm-3defTpProc(42), StdPrt-ResDam/Def+(45) Level 44: Hasten RechRdx-I(A), RechRdx-I(45), RechRdx-I(45) Level 47: Super Speed Clr-Stlth(A) Level 49: Evasive Maneuvers EndRdx(A), Def Level 1: Supremacy Level 1: Brawl Acc-I(A) Level 1: Sprint Run-I(A) Level 2: Rest EndMod-I(A) Level 2: Swift Run-I(A) Level 2: Hurdle Jump-I(A) Level 2: Health Mrc-Heal(A), Mrc-Rcvry+(11), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(43) Level 2: Stamina EndMod-I(A), EndMod-I(11), EndMod-I(21) 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 4: Ninja Run Level 1: Cold Demonling Level 26: Demon Prince Level 12: Ember Demon Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Hellfire Gargoyle Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Vigor Partial Core Revamp Level 50: Pyronic Judgement Level 50: Paralytic Interface Level 50: Lore: Demon Ally Level 50: Clarion Invocation ------------ | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;2049;782;1564;HEX;| |78DA7594594F136114866769AD5D80AE529642578169997600B72B13450C4A13948| |27A452A0C3049B77449F4D29FA1C625F15A8DFFC03B7F82BB2646A35EA8B870E155| |3DEDF7F99D73512669E7E9DB3367CE7BCE99C95F9BF73C3A7BE3A4247B4F978A8DC| |67ABED8689AF5B255D9B4E78BDBD686048767BE6896AB95E87CE7DB01420CA3D657| |5A6550F5EE7FFC8755D9A611A75A5B5B7AC12A9B90BC62D55AA562D3AA567C8B951| |DB36E569AFA7F702F57AB257DA1646DEF3407BABC641637CD7A63C7AAF9BBBF0B66| |C9AC55EBCD6E0257575AA999E6E6E8999AB5A1D3A2AAAD12B7723D0C051BF0B9E99| |5F8D1B64B9FE1346193DB70281F916D9F900F7C410E7F050E33CEEE213F0F899C8A| |F45896A41CD3630F91B527C82F205E66F136F922508AD7700138C16B280067780DA| |BC8B11564274C416579243581F5DC068F76AEDB63A8DF02DDC1EFEB1846FD60A437| |8709673B79228C5F41FD4E964775A63126413899C6F8E924F21DA8C1CDFBEF26357| |822BDB99F7206399644F681A93E99F9EAF302184C3F14409E0E0247191B21ECA171| |1E3AD8CFF835F81AE0BE0688172FE9A137457A92455F77C1978FFBF2ED2A92A433D| |DFF4B11F3F5FF56C40E4CFC24FC471179B40FC86FA09E00CB2907F640CF725F7F91| |DDE03DC4671D4A603D29D007F94E76CF3695F581CCC5D070B7EF41FD43BCFEA1359| |BE8DBF025C2ABC86305E4E465C25790DF4261237CDF46C87D47F7E1E80C709CF318| |F24BC813E15E22641663946791EF839771DE937112F30EF2C4799EF870EFBD4D8C2| |3BF87F814AF3F45620EEFC751E409B29F4F61C526799EC99C2A6637955545AFA60C| |55ECCCD40CEE64665016FD89C34CD3BCFE34E95B661F4E40BCCE9E0B49772A22A70| |7F41CEF4FCE81BB91B789F7587B1459923ABDE2D72E517D1AEFB56C13EF34498EA2| |FECD053AAF4126F1DFA93E89FA0FD455795116FBE93A071C601C5CC5E75A5BC3FEE| |CE2B58A4C66E1221C24AC512F1DA1ABE67AAA464F75B6A73AD753757AC5DBBA3DA7| |61A74F68E2C96B1FD3C4DBB17D84C41C257C9CC414C1B1C11CB7AF12F60F228F049| |19F05901F10FE07EFB68D8B| |-------------------------------------------------------------------| Besides answering my question concerning replacing Superspeed with Assault, any other feedback would be appreciated. Build is proving to be very robust, with both the MM and his pets very robust in defense and resistance.
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On my level 50 demon/time MM, I finally got around to putting set IOs in Hell On Earth. It now has 5 Expedient Reinforcent IOs, including the 10% resist proc and 1 Call to Arms, the 5% base defense proc. I had held off on these, in ignorance not seeing the advantage of procs in a power I don't use often. However, I was surprised and happy to see that the pet-protective procs are always on, whether or not Hell On Earth is active. 😃 I had thought the behavior would be similar to putting a Numina Recovery proc in a single target heal power. The extra recovery in that case is not active unless you heal someone, and then it remains active for 2 minutes. (Thus I usually put the Numina and Miracle procs in Health and other always-on powers.) Why the difference in proc behavior? I'm certainly not complaining, but now I can't be sure when procs will be active or not.
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@Glacier Peak Thank you. I thought DisplayPort supported both video and audio just like HDMI. Regardless, I asked same question at Tom's Hardware and was told with the displays I am using, it won't matter if one is HDMI and one is DisplayPort. The monitors I have ordered are HP 24mh FHD, supporting 1920*1080 @75 Hz. Each has stereo speakers, but I see no need to have sound come from both of them. So even if I couldn't use sound on the DisplayPort-connected monitor, I don't think it would matter. It would be kind of cool if the monitors supported an audio pass-thru that could be set to left/both/right. Ie. both speakers on one could be left and both speakers on the other could be right.
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Since I have the system up and running, I saw what you mean. I was surprised only 1 HDMI. What is advantage to DisplayPort? If I go dual monitor, would I want to use two of the DisplayPorts, or will there be some weird limitation with one DisplayPort and one HDMI?
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... and I seem to be up and running on new equipment now. On first CoH login it suggested I activate the ultra graphic settings, which i did, using the larger feature set offered. Thanks all who commented. The biggest lesson I learned is that FedEx tracking at "6-8 business days", is not anywhere near as good as the tracking I am used to with Amazon Prime's 2-day shipping. It is quite possible that HP got the computer to FedEx last Friday, which is why they printed the label. Then it might have set there in Tennessee thru the weekend and until Tuesday morning. The tracking did not update itself until the evening, but when it did, it said the package arrived in Ocala, Florida about noon earlier that day. So what HP was telling me the whole time was correct (except for the 'Out of Stock" notice on the my cart page). The package had shipped, but FedEx never told me they received it until I saw that the package was in Ocala.
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What Duo could efficiently get through a +0 MOITF?
cohRock replied to mistagoat's topic in General Discussion
<feeling ignorant> I know that the ITF is "Imperterritus Task Force". But what is "MO"? -
Welp, I'm going to stop whining. FedEx tracking now says it is on route and due to be delivered tomorrow evening (9 June). I came very close to cancelling the order earlier today when there had been no updates on either the FedEx or HP sites, and the HP representative could only tell me the order had been processed. Now my hope is that it arrives in good condition.
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@KauaiJim No explanation. One I might be able to accept would be, "We have to customize the computer to your exact specification." Okay, cool, I can see that taking a day or two. (I'm sort of pretending that is what is going on, but I don't really believe it.) Instead they just say that there is no problem, that it just takes time to fulfill the order. FedEx is slow in updating their order tracking, etc. The last one is the most egregious; I know from many orders in past (usually Amazon) that FedEx tracking is scarily up to date, and even USPS tracking is quite good.