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webdeath

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  1. I have an Illusion/Rad started. Fun Idea is that Rad powers can each use the -resist proc from the Achilles' Heel Debuff proc. So you get -Def form Rad, -Res from Procs, and then the Psi Damage from Illusion control.
  2. I like Dark and Poison as starting points. Sonic might also be interesting. Time is strong. But might be difficult to get good Power selection since you will probably want all 3 attacks for that Max Crit chance on the pets. Kin is always a nice choice.
  3. Yeah the Necro Changes look sweet. I have a Necro/Storm I'm trying to figure out the build for.. Such a headache lol
  4. Can Omega Maneuver get something more then just a Level adjustment? Omega Maneuver feels so terrible in it's current state. Either a Reduction to it's CD, an increase to it's Damage, Something with it's animation time, or something else would be helpful for people that might want to play with the Omega Maneuver.
  5. I started to notice on my Symphony Control Controller or Dominator if I use Impassioned Serenade, I see the Dot Damage as normal. How ever if I use it on a Held target, say with Hymn of Dissonance or Chords of Despair, I will notice that Dot Damage will stop ticking even if I reapply Impassioned Serenade on the same enemy. I am not 100% Sure if this is a bug or not as I did see the Note stating that they will be inflicted with a Dot as long as they are confused. So I'm not sure if maybe because they are being held, despite the power effecting them, they aren't technically confused since they are held? Also notice the same Note on Confounding Chant, and wonder if it also has the same problem? Figured I'd post this strange interaction here incase there is something buggy about that interaction. What I expected to happen: Impassioned Serenade to continue to tick damage during a hold What I witnessed happen: Impassioned Serenade DoT damage stopped after it's original DoT duration ended on a held foe despite reapplication of Impassioned Serenade.
  6. I guess no one has any suggestions or advice for the build?
  7. Below is the Corruptor I am currently leveling with a friend with, or at least the theory of the final build. Currently as of this posting I am level 32. We also do STF's and other group things based on our mood at that moment. Not sure if I got everything right with the theory of the build, but from what I've experienced Stone assault feels very lackluster with its "aoe" options. Which is why the only AOE I have is Meteor. As Upthrust is more of a control power, and I'm not sure about Rock Shards damage capability both before and after the Seismic Assault buff is available. Also, I am not as comfortable on Corruptors as I am on Masterminds, so I'm not sure if I even slotted powers correctly to be the most optimal. Lastly, I didn't select my Incarnate powers because I'm not even sure I got the below right. Wanted to Be able to deal damage, while having at least some survivability. Also, Mids doesn't take into account the chains that will sometimes give me effects off powers like Energizing Circuit. So I'm wondering if the build below, provided I hit my self with Energizing Circuit, might have perma Hasten. This was a build I made because it looked different. Any Advice that can be suggested to improve below would be apricated. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Corruptor Primary Power Set: Seismic Blast Secondary Power Set: Electrical Affinity Power Pool: Speed Power Pool: Leadership Power Pool: Concealment Power Pool: Leaping Ancillary Pool: Power Mastery Villain Profile: Level 1: Shatter -- AchHee-ResDeb%(A), GldJvl-Dam/End/Rech(3), GldJvl-Dam%(3), GldJvl-Acc/Dmg(5), GldJvl-Dam/Rech(5), Dcm-Build%(7) Level 1: Shock -- Empty(A) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-EndRdx/Rchg(11) Level 4: Galvanic Sentinel -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(11), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(42) Level 6: Entomb -- Apc-Dam%(A), Apc-Dmg(13), Apc-Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Acc/Rchg(15), Dvs-Hold%(17) Level 8: Seismic Force -- GssSynFr--Build%(A) Level 10: Energizing Circuit -- PwrTrns-+Heal(A), PrfShf-EndMod(43), PrfShf-EndMod/Rchg(43), PrfShf-EndMod/Acc/Rchg(45), PrfShf-EndMod/Acc(45), PrfShf-Acc/Rchg(45) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(49) Level 14: Super Speed -- Clr-Stlth(A) Level 16: Faraday Cage -- ImpSki-Status(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Max HP%(21) Level 18: Tombstone -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(21), StnoftheM-Dmg/EndRdx(23), StnoftheM-Dmg/ActRdx/Rchg(23), StnoftheM-Acc/ActRdx/Rng(25), Dvs-Hold%(25) Level 20: Empowering Circuit -- EndRdx-I(A) Level 22: Maneuvers -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(27), Rct-Def(27), Rct-Def/EndRdx(29), LucoftheG-Def/Rchg+(29) Level 24: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--ToHit(31), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(33) Level 26: Stalagmite -- AbsAmz-ToHitDeb%(A), Dvs-Hold%(33), Dvs-Acc/Dmg(33), Dvs-Dmg/EndRdx(34), Dvs-Dmg/Rchg(34), Thn-Acc/Dmg(34) Level 28: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 30: Stealth -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(36), RedFrt-Def(36), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(48) Level 32: Meteor -- Artl-Acc/Dam(A), Artl-Dam/End(37), Artl-Dam/Rech(37), Artl-Acc/Rech/Rng(37), Bmbdmt-+FireDmg(39), SuddAcc--KB/+KD(39) Level 35: Insulating Circuit -- Pnc-Heal(A), Pnc-Heal/EndRedux(39), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40) Level 38: Amp Up -- EndRdx-I(A) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(48) Level 44: Power Build Up -- RechRdx-I(A) Level 47: Temp Invulnerability -- GldArm-3defTpProc(A), UnbGrd-ResDam(47), UnbGrd-ResDam/EndRdx(47), UnbGrd-Rchg/ResDam(48) Level 49: Conserve Power -- RechRdx-I(A) Level 1: Scourge Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Prv-Absorb%(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(46) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(46) Level 1: Seismic Shockwaves Level 14: Speed Phase Level 49: Quick Form Level 50: Born In Battle Level 50: Marshal Level 50: Invader Level 50: High Pain Threshold ------------
  8. I'd love to see maybe finishing of stories that perhaps weren't completed. Such as some of the Praetorian arcs. Or perhaps new stories that might expand on some other stories that were done. IE: Mission/Story Content. New Giant Monsters. New Areas. Maybe even an art update if possible. To try to bring the game a little closer to current day? Just some thoughts.
  9. So if you take Staff Fighting & Bio Armor I noticed that down below where the usual Stamina is it will show the Combos, and below that it will show the Bio Armor toggles, but if you mouse over them, they will instead be the Staff Fighting Toggles. And you can not turn any of those toggles on. :-\
  10. I don't know if this would be possible. But I've been feeling like the Pets aren't really acting properly. 1st: 3 of the Pets have a Self Heal: Lick. Either given via upgrade or normal (Alpha Wolf). If they are going to have a self heal called llck they probably should all have it. And it should maybe be more obvious when it gets used or perhaps changed so that its a Targetable heal on the pets themselves. So that they can use lick on each other to heal each other. 2nd: From IRL Nature, Wolves and Lions are more Stealth Hunters. While Wolves are also Pack hunters, they use their surroundings to sneak up on prey. Lions do the same. I would have thought that perhaps if you were to turn your pets to Passive, they should get a Stealth effect. Since they get Crit chances from Fortify pack, I don't see how it wouldn't be a problem if they could also crit if they were stealthed like Assassins do. And it would set them apart from Ninjas because they wouldn't get the Massive Assassin strike like crits that Jounin get since they need their Pack Mentality buff to even give them higher damage in the first place. 3rd: Perhaps the Howl/roar buffs that the Wolves and Lions get could also affect the Mastermind? It would be in line with other pets and how they perform. (Bots grant Shields, Demons Grant Fire Shields, Thugs Gets assault and Tactics. I know Pack Mentality doesn't effect the Mastermind's damage. Or maybe make Pack Mentality effect the Mastermind and when you use Fortify Pack your then changing it to a buff to not only your pets but your self?
  11. Visual numbers to see CD's? YES!!!!! Any chance that Beta Server can become maybe something more perma to allow for Character Build/Testings Would be especially helpful for PVP.. At least from my experiences in old Live CoX.. Made it nice to build chars and try out builds and Ideas between wipes. :) Especially if further down the line we start getting new Powers or other development in that area. other wise THANK YOU!!!
  12. I don't know if I'd consider what I was doing Douche.. How ever with my Merc/Traps Master mind. Named Web Death :) I would frequently (Prior to F2P) enter into RV on the Villain side, to find the entrance being camped by the Heroes. So.. with my Trusty TP Foe.. I'd let the Drone farming begin! And the SALT would flow in chat. People complaining about being TPFoed into the drones. Which would make me laugh because my response was always "Well then let us come out of our base and this wouldn't be a problem. Duh!" Then in the reverse of this, was when the Villains would be sieging the hero base, I'd use TP Foe to pull people out of the base and into traps of Trip Mines similar to the story told earlier of the 8 man MM team doing the same thing. And the funniest thing.. was the Chain TPs.. Before they put in a CD resist, Where you'd TP one guy, then a team mate would TP that same guy to a different location. So that you could have one person sitting close to the Base, then the other at the trap point and start pulling heroes 1 by 1 into said traps. :D Ah the Glory days. :D
  13. I definitely want to give a big thank you to the team who made this game return possible. And playing it reminded me of both why I loved it, and what could have been had the game been more like this.. and less being taken over by Greedy Corporations that ran it into the ground. I'll never forget what even got me heavily into the PVP Portions of the game. I was trying to get in, but didn't have a headset. So it was making it hard for me to participate. Then, one day, I received a package. And in it was a Headset, broken slightly, and a set of CoH Bumper stickers. All sent to me from a developer or community manager. I still have 1 of those bumper stickers to this day. If it hadn't been for that developer/community manager, I might not have gotten so engrossed in the game and might have stopped playing a lot sooner. So again. I say Thank you for this gift.
  14. Honestly I was not around in PVP During Incarnates release because I had quit CoH at that time. Mostly because I was upset at the way they did the F2P Model. So I don't know if it would be better to just turn off Incarnate powers/buffs or not. I know I hated the TP resist buffs.. :( Ruined TP Foe fun. :( But that is an opinion. I guess I'd have to leave this to the experts and hope its still fun what ever gets decided.
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