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cohRock

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  1. My spines/ice brute, Sticky Wicket, finally turned 50, and he could use a makeover. One of the early things he did at 50 was go to Cimerora and get a repeatable timed mission, set to +1*3. He was teamed with a dominator. He died multiple times during the mission. Even though Ice Armor has no particular weakness to smash/lethal, he was getting decimated. His Chilling Embrace damage mitigation seemed to not phase the foes at all -- like it wasn't even on. The bosses cut thru his defense armor as if it wasn't on either. Maybe those foes are an outlier, but I have noticed a general lack of protection for most of his development. He doesn't have much in the way of sets or accolades, just 2 each of Miracle and Numina's Convalescence, and the Atlas Medallion. Here is his current build. The vanilla IO levels are likely off because I haven't bother to update them as he actually got slotted. "Forum Export" version would not post, so this is the raw MIDs file: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Sticky Wicket: Level 50 Mutation Brute Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Power Pool: Teleportation Ancillary Pool: Energy Mastery Villain Profile: ------------ Level 1: Lunge Acc-I:25(A), Dmg-I:25(3), Dmg-I:25(7), Dmg-I:25(9), Empty(34) Level 1: Frozen Armor EndRdx-I:25(A), DefBuff-I:25(3), DefBuff-I:25(7), DefBuff-I:25(11), Empty(37) Level 2: Spine Burst Acc-I:25(A), Dmg-I:25(5), Dmg-I:25(5), Dmg-I:25(9), EndRdx-I:50(34) Level 4: Combat Jumping Jump-I:25(A), DefBuff-I:25(39) Level 6: Chilling Embrace EndRdx-I:25(A), Taunt-I:25(11) Level 8: Hoarfrost RechRdx-I:25(A), RechRdx-I:25(15), RechRdx-I:25(37), Heal-I:25(46), ResDam-I:25(46), Heal-I:30(50) Level 10: Wet Ice EndRdx-I:25(A) Level 12: Impale Acc-I:25(A), Dmg-I:25(13), Dmg-I:25(13), Dmg-I:25(15), Range-I:25(37) Level 14: Taunt Acc-I:25(A) Level 16: Glacial Armor EndRdx-I:25(A), DefBuff-I:25(17), DefBuff-I:25(17), DefBuff-I:50(25) Level 18: Build Up RechRdx(A), ToHit-I:25(40) Level 20: Energy Absorption RechRdx-I:25(A), EndMod-I:25(27), EndRdx-I:25(29), EndMod-I:25(31), EndMod-I:30(43), RechRdx-I:30(45) Level 22: Quills EndRdx-I:25(A), Acc-I:25(23), Dmg-I:25(23), EndRdx-I:25(25), Dmg-I:50(27) Level 24: Assault EndRdx-I:25(A) Level 26: Tactics EndRdx-I:25(A), ToHit-I:25(31) Level 28: Permafrost ResDam-I:25(A), ResDam-I:25(29), ResDam-I:25(43) Level 30: Ripper Acc(A), Dmg(31), Dmg(34), Dmg(40), EndRdx(42) Level 32: Throw Spines Acc-I:25(A), Dmg-I:25(33), Dmg-I:25(33), Dmg-I:25(33), EndRdx(43) Level 35: Icicles EndRdx-I:25(A), Acc-I:25(36), Dmg-I:25(36), Dmg-I:25(36), Dmg-I:25(39), EndRdx-I:25(40) Level 38: Hibernate RechRdx-I:25(A) Level 41: Superior Conditioning EndMod(A), EndMod(42), EndMod(42) Level 44: Physical Perfection EndMod(A), Mrc-Rcvry+:20(45), EndMod(45), Mrc-Heal:40(46), EndMod-I:50(48), Heal(50) Level 47: Hasten RechRdx(A), RechRdx(48), RechRdx(48) Level 49: Recall Friend Range-I:25(A), Empty(50) Level 1: Brawl Acc-I:25(A) 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: Fury Level 1: Sprint Run-I:25(A) Level 2: Rest RechRdx-I:25(A) Level 4: Ninja Run Level 2: Swift Run-I:25(A) Level 2: Health NmnCnv-Regen/Rcvry+:30(A), NmnCnv-Heal:49(19), Heal-I:25(21) Level 2: Hurdle Jump-I:25(A) Level 2: Stamina EndMod-I:25(A), EndMod-I:25(19), EndMod-I:25(21) ------------ ------------ Set Bonuses: Miracle (Physical Perfection) 2.5% (0.04 End/sec) Recovery Numina's Convalesence (Health) 12% (0.75 HP/sec) Regeneration | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;1871;672;1344;HEX;| |78DA85946B4F1A41148677D94514501414F1B2088AA05C56B6EDF7A6ADB6D148624| |22F1F0981A9925A20CB9A948FFD33BDA7FFA3F7FE915EFE013DBB33EEBC4DD64802| |FBF0E6CC7BCE9C993D8D17FBF18F0F5EDE56D4D8BDF3F668D4BA6B5F386CBA71E1B| |49DDEA0AF298A32DB747A9D67E3DC13FA654E8494A417D46AB073C6CCE6B0D767A3| |652EEDB3A7AC3F62E66187B5EED8CF07F6C261FF8CD9ACEF9897103F190CCECD63D| |6A675A789CB3F5D668FCE7AC3A8F7BF3964AC9BF4F021E5180E6C5ECDCAC1B0D731| |0FFACC3E1DB71AED91C3EC312F3843556DD3F75351119F89AEACD223A3AB13FA840| |CC953C0D3C079F7C7A3A35D70C9834B165C80A3C005DFE533D5A20A17156AD18D60| |FEAF1637ABC5394D2DD7B88FAAEDC89822647D4DB9C22A8F0943C5514BF22B8A897| |09F70A422F539E00270AD005C956CB9BAC1F90D79CEF0BCCA0CE4FD4A7A4CEC3D06| |7B8F1BC13C075C284BFE463EB3DC4799059FB7A427785E2D0179E7B3C19CC9CA7E7| |EA1B50BA29F0B2EE89AA7976EC8F86E495152DEE94DC229E8C96A4EF23AE4CD825E| |CEC9FE542B92BF53DE25D19325589B867DA5A10F1988593564FD493AC465D193658| |84991BE22F6B582B5C1BEDE510D6BBC6FA13538D375E032F00F8A3744CDDE53F42A| |AB49CE0397807723927F92CF86F0D980FDE68CEBB90C3EEFC96753DCE14DD8E3167| |86E19C15C042EC1DA0F453E3BDC7E6EC359CFD0DDD811BDDA99827D5DC1718AAFF0| |F87005F4EA118929711F40AF1D925EE2FA5E4E9EAF1595319BB47793D71632E1AEE| |E5DC1DB145F1777A00EEF91E54FA575DD9F6D0A4EC832EA7E743D50B502D59B81EA| |AD40F5BEABF25E4D8E31A2262B3AD1FDF9A9A8782EF3FE3C9CFCA25EA962FEA8B0F| |68FD443EA63D57F07938F88EB9C1761BEFD461F98B17FD107DEF124F022F03F4B1D| |5A66| |-------------------------------------------------------------------| I knew going in he had a weakness to fire and no protection against psychic, but assumed his other protections would be fine. But this does not seem to be the case. I'm considering replacing Assault, Buildup, Teleport Target, and Hasten with Maneuvers, Kick, Tough, and Weave. Slot-wise I'd really like to substitute out an attack, but Lunge would be the only one I wouldn't mind losing, and I have to take that one (or Barb Swipe, which I didn't take in the first place). Maybe say goodbye to Spine Burst? With the two endurance procs and Physical Protection, he does not appear to need Energy Absorption, but I suspect that would change in adding the toggles Tough and Weave. I don't expect him to walk into a +4*8 AE farm and be able to solo it. I'd be happy with a +2*5. What would you-all advise?
  2. As I've stated before, I really like the Long Range Teleport (LRT) power. With it, one can access almost all zones in the game. There are a few zones, though, which are infrequently accessed and LRT to them is unavailable. IMO, that decision makes sense. That said, let's make a list of where LRT won't go. Sewer Network (exploration badges but no portal) Abandoned Sewer Network (exploration badges but no portal) Tunnels of the Trolls (neither exploration badges nor portal) That is all I know of now. Please add zones to this thread which you have verified LRT will not go.
  3. What is "second chance functionality"? Could these complexities be related to why the power sometimes goes into cooldown even though the player cancelled? I'm going to speak from ignorance here, and I have no idea if what I say is completely naive. Could LRT be rethought from a high level? I am thinking it might be re-implemented as a menu (à la Fast Travel). Currently the power seems to activate when selected instead of when a destination is chosen. If it didn't activate until a destination is chosen, would there still be a need for a "second chance"?
  4. @Glacier Peak I reposted as suggested. Thank you for the link. @SuperPlyx Exactly.
  5. (posted in General, but it was suggested I repost here) I love the Long Range Teleport (LRT) power. In the long run it is actually a more convenient travel power than the instant-base-access-from-anywhere kludge we had before, since you can go directly to a zone instead of to base first. But I have two ideas to improve it. (Easy) Make the list of unlocked zones always available. Currently, once you use the power, you cannot see the list again until LRT's recharge is complete. This could be done in at least two ways. The first is to make the power always available, even during recharge. The entries in its zone list would be ghosted while recharging. A possibly easier-to-implement solution is to keep a 2nd zone list in the Detailed Info for the power. One could simply look at that instead of activating the power itself. Note: inconsistently, the power goes into recharge even when [Cancel] is selected. IMO this is a bug, and the power should not be "used" unless the character actually travels. Reward badgers. To activate the power, one needs all the exploration badges in at least one zone, earning the exploration accolade (EA) for that zone. My idea would be to reduce LRT's recharge time by 6 seconds for each EA one has. For example, if 10 EA, then the recharge time would be reduced by 10*6sec, or one minute. The recharge could be calculated on login, and updated on earning of another EA. Having just one exploration badge in a zone would still add that zone to the list, but having all the zone's badges would slightly improve the power overall.
  6. I love the Long Range Teleport (LRT) power. In the long run it is actually a more convenient travel power than the instant-base-access-from-anywhere kludge we had before, since you can go directly to a zone instead of to base first. But I have two ideas to improve it. (Easy) Make the list of unlocked zones always available. Currently, once you use the power, you cannot see the list again until LRT's recharge is complete. This could be done in at least two ways. The first is to make the power always available, even during recharge. The entries in its zone list would be ghosted while recharging. A possibly easier-to-implement solution is to keep a 2nd zone list in the Detailed Info for the power. One could simply look at that instead of activating the power itself. Note: inconsistently, the power goes into recharge even when [Cancel] is selected. IMO this is a bug, and the power should not be "used" unless the character actually travels. Reward badgers. To activate the power, one needs all the exploration badges in at least one zone, earning the exploration accolade (EA) for that zone. My idea would be to reduce LRT's recharge time by 6 seconds for each EA one has. For example, if 10 EA, then the recharge time would be reduced by 10*6sec, or one minute. The recharge could be calculated on login, and updated on earning of another EA. Having just one exploration badge in a zone would still add that zone to the list, but having all the zone's badges would slightly improve the power overall.
  7. Thank you, everyone, for your feedback. I'm not sure what I'll do yet. One possibility is to swap out something else, and end up with three port powers, Teleport, Teleport Other, and Combat Teleport. The most likely candidate would be Radiation Smash, which would have a secondary advantage of freeing up a second slot for Teleport Other (Range and now Acc), and I could also have 2 or 3 slots in Combat Teleport, which I don't even know what will benefit it yet. How do you guys slot it?
  8. My level 50+3 stone/rad tank, Meranium, had Teleport and Recall Friend prior to I27. He often uses Teleport for intra-zonal travel , and it is slotted with a range and end reduction. He also has the prestige powers Ninja Run and Jump Pac for alternative intra-zonal movement. Would you respec such a character to trade out Teleport with Combat Teleport? During missions Teleport has been handy to help move while Rooted and/or in Granite form, so I'm mainly curious if the loss of extremely fast intra-zonal travel will be compensated with in-mission goodness.
  9. @oldskool Thank you for the information and advice.
  10. I have a level 19 dark/dark sentinel. One of his powers is Obscure Sustenance, whose one line summary is: PBAoE Minor Dmg(negative), Self +Regen, +Recovery Sounds good. Its Detailed Info affirms that it is an AoE with a 35 ft. radius. It has a default accuracy of 150%. However, it also says "(1 target max)". Huh? In-game play seems to confirm it only ever hits one guy, so there is not stacking of regen and recovery from multiple hits. Isn't "1 target max" known as a "single-target attack"? The only thing I can think of, assuming the documentation is correct, is that it functions as a chain attack, not a PBAoE. If it hits the targeted guy, it is done. If it misses him, it tries someone else within the radius. Repeat. But they could have accomplished pretty much the same thing a lot simpler by giving it an unslotted 250% accuracy on a single target. I guess another possibility is that the power gets better as the character levels. at 20, might be 2 targets max, at 30, 3 targets, etc. Does anyone know how I should interpret this obscure information?
  11. I believe there is still a problem. While the general info says the endurance gain is 5%, the detailed info and Combat Abilities only show a .05% gain, which is pretty darn insignificant. 100.05 endurance for just over 8 seconds? Really?? Five percent should of 100 is 5, not .05.
  12. Since @KilluhFrost specifically said movement speed, the answer is definitely the scrapper/sentinel Ninjitsu Shinobi-Iri power. It significantly enhances run speed, jump speed, and jump height. It also provides stealth and minor defense(all). Compare with the Super Reflexes Quickness power. (I think it is the same for anyone who can take SR.) It's movement buff are moderate run and fly speed improvements. It also lacks the stealth and defense. However, it does also offer an always-on 20% recharge buff, which none of the Shinobis do as well as resistance to being slowed (caltrops? who cares??). The outlier is the blaster Ninja Training Shinobi power. It's quick description is bugged in-game, saying it offers enhanced movement speed. It does not. It does offer the same stealth and minor defense of the scrapper/sentinel power though. Substituting in for enhanced movement is enhanced toHit and damage, both always-on. A little of each is available all the time, and once every 30 seconds, and while stealthed, it offers massive toHit and damage bonuses, sort of like an extra crit. I like all of these powers and am glad for the variety. IMO they are pretty well balanced in a dynamic fashion -- not samo-samo, but all pretty darn nice. Um, after a little checking, let me modify that. Equivalent to Quickness is the Electric Armor Lightning Reflexes power. They may be different but according to Mids they are the same power with different names. Since I like Quickness I also like Lightning Reflexes.
  13. I have confirmed that the text description for Ninja Training : Shinobi is incorrect. I think someone just copied over the info from the Scrapper version without giving any second thought. Here is what it should be, with comparison to the already correct Scrapper/Sentinel info: Blaster Ninja Training Shinobi: +Stealth, +Defense, +toHit, +Damage Scrapper/Sentinel Ninjitsu Shinobi-Iri: +Stealth, +Defense, +runSpeed, +Jump Note the Detailed Info appears to be correct, only the general info is wrong. On my new blaster I was expecting the speed, but I cannot complain too hard about extra toHit and damage instead. 🤠
  14. @dtjunkie, I have a level 50+3 stone/rad tank. It is great that you have regular teaming partners, especially one with kinetics. I am sort of jealous. Some random comments concerning your build: You won't have the extra regen and HP from Rebirth Various sets offer bonuses to incrementally up your resists and defenses. If you want more, consider Destiny:Barrier to up your general defense and resist. It is sort of like adding unslotted Force Field and Sonic defenders to your team, with the protection helping everyone. It is by design that granite has its psi-damage hole. Its protection in everything else is so good, giving it a weakness just made sense. My solution? Use the other armors, including Minerals, when fighting psi foes. Don't fall into the trap of thinking of yourself as a "Granite Tank" -- you have all your armors so use them to their best potential. Heh, your frequent Kin teammate is the best solution to Granite's built-in debuffs. Again, various sets can slowly ameliorate its -recharge, -damage, and -speed penalties. My guy has Gift of the Ancients in 4 powers, each 4-slotted including the 7.5% run speed "gift". From the Leadership pool, my guy chose Assault and Tactics rather than Maneuvers. Assault cuts its -damage penalty in half, and Tactics helps you miss less often as well as preventing you from being blinded in granite form. (Minerals prevents that while not in Granite.) Tough has limited use to a stoner. You already have Stone Skin, also s/l resist, and if you are in granite form your smash/lethal resist is already hard capped. My guy does have Weave, though, to up the general defense. For running with your normal (non-granite) shields, Tough would help some, though. If really curious for a comparison, here is Meranium's build in data form (copy & import): | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;2002;759;1518;HEX;| |78DA85954B4F135114C7EF7406CB94470BE559E853A00F4A0BEAC267888A12136A5| |0D09DA9A3BDC2C43AD3CC0CA0B8328ABA70E977708789FA19FC1222BED63E6234BA| |AB87999B396751E224EDFCEEBF67CEEB9EB9ADDC9DEBDC9E7F30CBA4CEB375CDB6A| |BCB9A719B5BC18B9AB366697506973A5F3737749EAAF020AC629E41758EDFE286CD| |4B4B8E69F0EA69EB8E698D8A9F2ABCCE79E9B256D33547370D6F1DB960AC728B1B4| |EE9BCEE18DCB6BB164DB30E8B95554737567ADDD53258364CCB719F0BBBD202D76A| |DCB257F546C85D2F3538AF0D9E6BE8374B67AC35875797CCB57AB5A2D90EB7EE0D4| |18265F8BC53E14BDA4BBE29330520AB484DB83ADB8187040791232ADA6C6799B89A| |011663BE4D208EAC2491DFAB2214C4927AE0A6C89E7D085949CA8CCD78F67D29E40| |0745416CFCAD799AF0FD490B31AF21447DE81B86D5E8D81B622E673601FFE00F641| |D193E025C9F7D3BE4CF80AF2C055E42CE4A97A794A6A1A7D260AC81FC1A043F8EFF| |88D35467E91DAFF22C7FE20BF819E7779FE5917E9F938C40D0B3D5CC0DA7721568F| |A7B7F5ECC8BE7D2FC98DF218D9BB8938E9ED2EE6F0097C4645FE5132334341C2EDC| |8693233BD9067BFC8B33F8DFEA3A00F8ABE0D12BD7008F933C41D167187159CC918| |99CF2C899B5751FF99636C44CCCFC83AD638BA497883F4E13E7206728B8B398F4F6| |23E897DF80BE499143D4F26504FEDCD5846708230D1D3444F13FD15EC7BC6F3A964| |1E29BECF835B841F137E823CF61459825AC6452DEE5DBC771332E101E4D71037276| |AC99D08F87EF2C7091F432E1C257C12B9780AF919049EF4F651995CC7FE1437096F| |9077F9213E3BB585AC402D25310F2532876532036532936532872FA1AE69310FD33| |18C3513FF3F7F85F34AF2E232690AE7E43BEA01690CF510E16EC2DFA89F1CEA3FA8| |9F14F143B89BF0A8E29FC38C9EC379C53FDB9B056AE30EC2DED7744B75A6A57AB8A| |57AA4A5BA4055D2A145C5FF0760D208EA6AC43FDD9BD742EE532EDF208CD76C14B6| |42D495ED437E4BF4623FF273A2BFC820FF03A67C87E0| |-------------------------------------------------------------------|
  15. Thank you @Bill Z Bubba. I'll check it out. Rather than continue to fight the Mids export function, I have uploaded Poul's .mxd file to my site. Here is a link: * http://r0k.us/rock/junk/Poul Bunyan - Tanker (Super Reflexes).mxd Possibly disregarding the Mids info, does anyone have any feedback on what I wrote in the first post? (Hours later) It occurs to me I might be able to post the plain-text data block like @Bill Z Bubba did. Let's give it a shot: | Do not modify anything below this line! | |-------------------------------------------------------------------| |MxDz;1959;715;1430;HEX;| |78DA85945B6F124114C767D96D29142C975E282D9422965EECCAAA89778DB5556B4| |A42B4FA8A0803AC6E16E4929447BF83EFBEFBE0935FABA5ADADF10D0FCC74CF89D9| |C64D607FF3DFB367FE67E6ECE40FB6033F5E7C79C294C033ABD46E17F74BF627DEF| |2EFF372DD6E588D5A8FC135596874ADD456D7EE956C2F8C1322AAB8CDABDC6E73FD| |4DB709A3D7BC6AF103DE9E934FF3DCE25CDF2A753A162F3E3DE0E15DBBCE5BDCEEE| |8171028341A96BEC74B4DD3AE4D5D0C2ABCD5AE9BCDE068FCDCACD53BF0548CF2BC| |62964D9B47779A6659DFB179ABD62BE64BED0E6FF562606C037E7766E14F19DA1E6| |8ACAF326668CA002EED0879FC04D97F8A9C1DFE8DE8D0C7E40559AACC89F098843F| |225FA9215FAD23DF05378A70A32ACB708B493749E471C27EC2B3B0D6AA7C575D457| |D79189396735DC2F761DE31F1AE32B681EF8608F7A146AFACD1FB1E3D4F94095748| |8D1C39F901F91ECCE51373797CC47F2AF98F67C90F217E52D63549D6249074E710E| |163F01C149E95601CF5AC811C81A2A6440C9B22F93DA08765BD61F26E24E1CE71C2| |19A73354C81295FD153D87DEC98988E93FAA133D7D861CFFADBA6479006B3023D76| |C86D497247B48D72C0AB3CEC9BAE7484DA99BC88F21E7BCC8C9E63751FF056BB620| |EB5E68E2BE2D7E26DC227BDB41CE76911F41FE84F49C20DE328457086BE07949EEF| |3D2B27B5FAC5FC2DF60D1D2720FD3C34DD3D4917E0EB55C93B58CEE525F51DDF93A| |652FF27768A255E16D6C751CF5353F61AAEF427056FA24BAF14A713C9FFAC40934F| |4B6C1DC3D6C5EC6C4DB19E4D1651E9DE4B9A1FE9F0D92E704F2E464CFE4C8776F90| |9E59D49C738E31F24DAC69CE293A58A7314E07E75C55C355BDE5AADE7655F7A84A4| |EBD82260D81AE906A7C213825853E38F43BA72D53C817D047DDA364C809FB5671BA| |3BF60E3829F888E6211E8E699E14C943384638029FAC2157716206F925D123D3C85| |FA3C83FD3C87F01988F77F1| |-------------------------------------------------------------------|
  16. @Giovanni Valia, thanks for posting the Mids image for Poul. I wish I knew what was wrong.
  17. I know. 😟 I don't know how to fix it. You seem to see more than I do. When I click it, Mids just opens with no information at all.
  18. My SR/Axe tank, Poul Bunyan, is level 50+3 and getting ready to respec. I'm hoping to get some specific feedback first, though. His current build is posted below -- note that the IO level of the generic enhancements is not very accurate, but I think the current sets show appropriate levels. He is very happy with his tier 3 Alpha:Vigor, offering 33% Health, Accuracy, and Endurance Reduction. However, once Poul achieved that, his endurance issues were gone. The tier 3 on Destiny:Ageless is no longer very helpful to him, although admittedly it can be very nice for certain teammates. He is planning on building Barrier as an alternative. It won't help his defenses a lot, but it should set a nice base for the SR scaling of his resistance. He has also made a level 30 Reactive Defense: Scaling Damage Resistance proc which he plans to slot in Focused Fighting after respeccing; even though the build shows a fifth slot, it does not actually exist yet. It has also been suggested that he consider Destiny:Rebirth for its Heal, +HP, and regen, but it may not be as effective in this build as Barrier. He alredy has access to incarnate regen via Hybrid:Melee and extra health-related bonuses in general from the Physical Perfection power as well as various set bonuses. I barely use the Kick attack, but I need either Kick or Boxing to access Tough. Since Boxing would work just as fine with 2 or 3 slots (for a stun set), I would have extra slots to use elsewhere if I substitute it in. (Darnit, something wrong with the Mids HTML "short" version. Going to just try the Mids data link form. Sorry. Double-dog-darnit, that doesn't work either. The link launches Mids but doesn't fill anything in. Can someone let me know what might be wrong?) http://www.cohplanner.com/mids/download.php?uc=1547&c=688&a=1376&f=HEX&dc=78DA6D944973124114C77B9849088408812C648100C690C58C8C5AE5AE65163556A84A69F48A483A303A35204B5538FA1DBC7BF7E0C9AF95D5C4F2868F797FC2109CAAE4D7FDFA2DFF7EDD4DF66023F0F3E5D7674209AC5BF95A2DB79BB73FCBAA7F57164A76D92A179B82BEE19D72C34AAC35EC66DEF6D23CC65EB90DB92FED9AD4DF362A347B23F72D79206B9358CD4A4B4A7D2D5FAF5B32F7FC408E6ED9255995765DEF0C023BE5B2A56FCB7CC5B48BC1CE644F566B25B332E2CC5F98C5529D567996957B66C1B46564B36216F44D5B568BCD5C365FABCB6A334AC256E8EFDE04FD53DAB25B9A3856853034A11D31074F99FE3366BA459F38F4097C14B12F9C158F097E625E2B32AF9798F7A98AC255542549885295387310F48313D43315BEEA22DB92EDB514E5BBC2879477807D958115F60D81C7A4D30B9DDE0FAC63A800EE41A764C63F321F503E1FE7F3F8A027117769203E269F61E81BC65E02F15E86C013D230C21A949169B6A50D6698C405794D0491C743B651681E857F38D6CB6970DE390D95222238BFC8059D534613637F55C763EC9C39FD4775453C22FDE3D8E33874C6D1CFCE1E23947512BA27A12D719BF994E2A7385E4CADB2ED37ED7306BA672ADCCBD92F60153DAE33D30DE613CA13838E18EACE830BA0463AE6D0EBB964EF792C5FE177DA640AFD4CB59BA8A9E28274DD802E87645B507B79B3432FF3071DD822D71C581C64DB921FECCCB7C8214DB531375E2B8E86331FBFAA76BD15D19B7FF52A51EF9C6274C4E888B9A5FE9F06624E292683F3C9E0BE1B389F59EDF27D0A813BB4A45DBEF2D6B27BDDB911993E8BD167B9D367B9DB67D9765BF072773414269B02A5BE10BD70B6B50EFD97BF0C42C16D3AEEDA3CCA3C7E15DE29CEAD89BE27C63571E48E43AD13775C027160140CD3B536D089A1F1EEF895CB1E1EEB8EBF45BAE35FA9EEF81F07A6DD08
  19. @Omega-202, thank you. I'll check into Rebirth as well. Which would you personally choose?
  20. The Destiny:Barrier incarnate power offers defense and, at tier 2 and above, resistance. Do these buffs simply enhance existing shields, or are they like a defender's force field and sonic shields, adding protection regardless of whether a player has shield(s) of that type or not? If it only adds to existing protection, does the resistance part buff the scaling resistance of Super Reflexes? I am trying to decide if it makes sense for my SR tank, who no longer needs Ageless to overcome endurance problems, to switch to Barrier.
  21. I have an ongoing problem with my Assignment House window. When I (almost always accidentally) click a bottom element, it expands from one line to a multipane/multiline element. Please see image below. How do I get it to collapse to a single line again. Clicking it won't collapse it (even though it expanded it), the [Reset] button at the top only affects the top pane, closing and re-opening AH window doesn't fix it. So how does one collapse the damn thing?
  22. My subconscious must have been thinking on this, and I have some further thoughts. First of all, the stone armor powers of Granite and Rooted will override aloft, and a player teleporting while they are active will drop immediately, just as now. If already aloft and one of the two powers is activated, that will also cause an immediate drop. Second, if a player's end location from teleporting is within 2 feet from a surface, aloft will not take hold, and the effect will be just as it is now. Effects from attacks that hit the aloft player will function basically as one would expect: -fly: overrides aloft, and the player drops knockdown: overrides aloft and the player drops, with whatever stand-back-up time exists in knockdown now knockup: first causes aloft player to go a bit higher, then acts like knockdown repel: pushes the aloft player in the direction of the repel at the speed of the given repel power. It does not, however completely override aloft unless he is pushed to the ground. knockback: similar to repel, but at the quick speed of a knockback. As backward motion ends, however, aloft is overridden and the player drops. As an alternative, to being knocked back, the effect could be programmed to be like a person hovering being knocked back, a quick flip. But after the flip, aloft would end and the player will drop. if an aloft player has protection (not resistance) to knock* and/or repel of sufficient magnitude, he will be unaffected by that effect even if the attack hits. Knockback resistance on its own would lessen the amount knocked back but not the overriding of aloft itself. Knock protections powers which depend on the aloft player being close to the ground will not provide protection unless he is sufficiently close to the ground. aloft players who are mezzed remain aloft, with the limited functionality caused by the given mez. Aloft and mezzed players cannot break aloft by hitting the space bar, but aloft can time out when the 30 seconds expire.
  23. I'm glad this pool is getting a revamp. Suggestion 1: Grant to Combat Teleport a minor 60-second defense buff similar to the perma-buff offered by Combat Jumping and Hover. Allow it to slot Defense enhancements. If he Combat Teleports multiple times, the timer would start over. Suggestion 2: Grant to Teleport an "aloft" characteristic which would allow a teleporter to maintain his teleported position for up to 30 seconds. While aloft, the player could rotate, but not move. Well, the only motion would be to release the aloft state by pressing the space bar, teleporting again, or combat teleporting (with no aloft, but the minor defense buff). He can attack and be attacked while aloft, just as someone Hovering would.. If teleporting to the ground (or any standable location, such as roof), there would be no aloft state.
  24. Looks like you guys have put a lot of thought and effort into this. Any minor reservations I might have are placated by the existence of a "Womp Womp" badge. (Everyone needs more womp womp!) Thank you. I am curious. Do the Homecoming developers ever interact with original developers from Cryptic or Paragon Studios? (Heck, are any of you former paid CoH developers?) I don't necessarily mean coding, but might you also have contacts for background information, feedback, and design review? I understand you might not be able to answer this question due to legal complexities in regards to both NCSoft and maybe non-compete clauses which engineers might have with their full-time job. But if you can answer, please do.
  25. @Nemu, okay, posted at bottom. His main issue has been solved; Tier 3 Vigor took care of my endurance problems. Regarding the need for Assault and Tactics, I disagree. In the first place, Super Reflexes (SR) offers no native perception, meaning that he can and will be blinded unless he is teamed with someone else who has Tactics.. If all he is doing is fire farms all day, no problem, but real random missions sometimes have foes who will blind you for tens of seconds. To me, that is unacceptable. Additionally, Tactics provides his only protection against Terrorize and Confuse. Thus I view Tactics as a necessity for SR, and to access that power, one needs either Assault or Maneuvers. Assault is a "one slot wonder", needing no further slots. It also offers SR's only resistance to Placate and Taunt effects. Maneuvers OTOH would offer a bit more general defense, and if 4-slotted you could put another defense set in it. But when slots are tight, I go with Assault, helping to overcome a tank's lesser damage capability. Plus as a tank, he shares a 90-foot buff radius with his teammates, compared to 60-foot for all other archetypes. The following build is not complete, nor was I careful to insure the enhancemt levels were all entered accurately. Besides the Numina and Miracle procs, he has only added sets to two powers at this point. Over time, almost all his powers will use various sets. His Alpha:Vigor and Destiny:Ageless are at Tier 3, while Judgement:Ion, Lore:Cimeroran and Interface:Preemptive at still at Tier 1. Hybrid is not yet unlocked. I have verified that Poul doesn't need Ageless at all, but offering endurance, recovery, and recharge to nearby teammates is a very defendery thing to do. He probably at some point also build up Desiny:Barrier to have the ability to help his teammates handle damage. Then he could switch between Ageless and Barrier depending on whom he is teamed with. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Poul Bunyan: Level 50 Technology Tanker Primary Power Set: Super Reflexes Secondary Power Set: Battle Axe Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(7), DefBuff-I(11) Level 1: Beheader -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(15), Empty(31) Level 2: Focused Senses -- EndRdx-I(A), DefBuff-I(5), DefBuff-I(7), DefBuff-I(11) Level 4: Combat Jumping -- Jump-I(A) Level 6: Practiced Brawler -- RechRdx-I(A), RechRdx-I(17) Level 8: Gash -- Acc-I(A), Dmg-I(9), Dmg-I(9), Dmg-I(15), EndRdx-I(31) Level 10: Agile -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(34) Level 12: Evasion -- EndRdx-I(A), DefBuff-I(13), DefBuff-I(13), DefBuff-I(17) Level 14: Taunt -- Acc-I(A), Taunt-I(40) Level 16: Assault -- EndRdx-I(A) Level 18: Kick -- Acc-I(A), Dmg-I(19), Dmg-I(19), Dmg-I(27), Empty(37) Level 20: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-ResDam(21), UnbGrd-EndRdx/Rchg(27) Level 22: Dodge -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34) Level 24: Tactics -- EndRdx-I(A), ToHit-I(33) Level 26: Quickness -- Run-I(A) Level 28: Whirling Axe -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(29), Mlt-Dmg/Rchg(29), Mlt-Acc/Dmg/EndRdx(31), Mlt-Dmg/EndRdx/Rchg(40) Level 30: Lucky -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(39) Level 32: Weave -- EndRdx-I(A), DefBuff-I(33), DefBuff-I(43), DefBuff-I(43) Level 35: Conserve Power -- RechRdx(A) Level 38: Pendulum -- Acc(A), Dmg(39), Dmg(39), Dmg(45), EndRdx(45) Level 41: Physical Perfection -- EndMod(A), Heal(42), EndMod(42), Mrc-Heal(42), EndMod(43), Mrc-Rcvry+(50) Level 44: Swoop -- Acc(A), Dmg(45), Dmg(46), Dmg(46), EndRdx(46) Level 47: Cleave -- Acc(A), Dmg(48), Dmg(48), Dmg(48), EndRdx(50) Level 49: Build Up -- RechRdx-I(A), ToHit-I(50) Level 1: Brawl -- Acc-I(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 -- Jump-I(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25) Level 50: Vigor Partial Core Revamp ------------
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