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metacore

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  1. I've also heard, but can't personally confirm, that this bug doesn't not affect you if you have a T4 alpha slotted.
  2. This comes down to three points in my mind. 1- is the inherent sufficient when compared to other inherents 2- is the power of the inherent sufficient based on what it's meant to do 3- this game is STILL based on SO's so saying slot IO sets breaks the game design rule. Note: you may not agree that the game should be based on SO's but it is and until the Devs say they are rebalancing the game on IO's or IO Sets it will remain SO based.
  3. I think this has merit. Like giving UB a 7th enh for (rough idea) Recharge so if you have used the "normal" 6 enh in a power you can slot another 5 Resistance powers with 6 UB IOs by using the UB: Recharge IO. Again some sets may warrant being excluded if the 6th set bonus is deemed too good but also that could just be a build choice. As other have mentioned slotting 6 Gaussians multiple times (using this idea) for the +2.5/1.25 Def is a lot of slots that could be used elsewhere. If that's what you want to do then ok.
  4. Plus a more technical tech mace and a mechanical mace would be nice
  5. The ability to have any character jump into any Zone and how this would work with PvP could be handled like this: - Have a PvP window like the Team window where you set your PvP status - Not at all - Pop-Up (%CharName% wants to PvP you. Yes/No) - default - Its their funeral (yes) Based on the above choice the game shows your target recticle to the other player as Grey (No), Yellow (Ask), Red (Yes). If Grey or Yellow no powers can be activated/queued AGAINST that target (for Yellow until they click Yes). For Red then like any foe you can be attacked at any time you are within Aggro range. If grey and someone tries to attack you nothing happens - you dont know they tried just like when a team mate tries to attack you. Alternatively ignore all of the above and the enemy player has to Right-Click > Challenge to PvP you. To stop spammers inc an option to 'Auto-No for the next hour' in the pop-up. Or something...
  6. EDIT: OK so while I was writing the below IVT posted their detailed and excellent write-up that one of their points covers the same as mine below but with more data. =============== CoH/V has a limited population across all zones as is. As an oceania player when I log in after work its usually pretty quiet on Blueside - looking for a team or any content is often met with silence. So moving ~20% of that to Redside would make it even harder to find teams during quiet periods. Increasing Rewards for staying Redside. As ugly as it sounds we have the give the players a REASON to go Red and stay Red. But what if... what if we removed the blocks from playing in Blue, Red or Gold? What if any player could jump into any zone on any side? As a Hero shouldnt I be able to go into the bad city to take down a terrorist cell, without it needing to be a Task Force? As a Villain shouldnt I be able to sneak (or charge with a shout) into the goody two shoes city to wreck havoc, steal money/jewels/special item X or assassinate the Mayor without needing a Strike Force? I get that Gold zone is a different reality/dimension/whatever but by now its known about by the general populace. Why cant Blue/Red character go there to have a look and maybe help one of the factions (obv Gold side is level 20 capped so post-20 not much to do unless you exemplar down). The fact that a Hero is running around in villainville or a Villain is running around in happytown makes no difference than them running in their "own zones" regarding the NPC's/enemies as they attack you anyway. Hero or Villain running in Talos will get attacked by the Warriors. Hero or Villain running in St Martial will get attacked by the Carnies. This means the Weekly TF/SF can be whichever side you want. Dont like the Blue WTF that week then do the Red WSF. Tired of the KR/SC areas jump into Port Oakes/Cap. This will allow the players to play in whatever zones they want without any need to "switch sides" or lock themselves out of playing with others. If anything it opens the ENTIRE game to everyone. "Running lvl 45 Redside content LFM" means ANYONE can jump in. We already have submarines/helicopters to take villains into the Blueside. What would a Hero use to get into Redside (for those without a SG with both Red/Blue/Gold(?) teleporters or who wont use the Global TP Bases)? The problem it does have is Heroes playing with Villains as that is roleplay breaking (in a nutshell). We obviously allow this for certain activities but apart from the roleplay perspective what else does it break/hurt? When running an ITF or MSR or SBB or iTrial does anyone even care if the team members are from the "other sides"? How can you even TELL (apart from looking at their badges for side-specific ones)? Even if you can does anyone? Keep the Alignments because A) its less things and system/sub-systems to change, B) allows people to still define themselves as Hero/Villain/Rogue/Vigilante. Maybe add a "only team with people the same alignment, or 1-step away alignment" flag if you want to NOT team with the other side?
  7. Here is my build for a Rad/Elec Blaster. Defense S/L = 47.1% F/C/E = 39+% NE = 28% Resistance S/L 34.5% Regen = 238% EndRec = 2.99/s EndUse = 1.35/s EndUse/Rec is not where I usually have it (with a 2% gap) but with Force of Thunder (18s) and Power Sink (37s) recharges shouldn't be an issue. So the build - give me feedback. Did I miss anything? PS: It aint cheap. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Radiation Blast Secondary Power Set: Electricity Manipulation Power Pool: Flight Power Pool: Fighting Power Pool: zc_Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Neutrino Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Rchg/+Status Protect(3), Dvs-Acc/Dmg(5), Dvs-Hold%(17) Level 1: Electric Fence -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob(9), EnfOpr-Acc/EndRdx(23), EnfOpr-Acc/Immob/Rchg(43) Level 2: X-Ray Beam -- SprDfnBrr-Acc/Dmg/EndRdx(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), Dvs-Acc/Dmg(5), Dvs-Hold%(17), Dvs-Dmg/EndRdx(36) Level 4: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(40) Level 6: Electron Haze -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(25), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Rchg/ImmobProc(48) Level 8: Aim -- AdjTrg-ToHit/Rchg(A) Level 10: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Rchg/HoldProc(45), SprBlsCol-Dmg/EndRdx(45) Level 12: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(13), StnoftheM-Dmg/EndRdx(13), StnoftheM-Dmg/ActRdx/Rchg(15), StnoftheM-Dmg/EndRdx/Rchg(34) Level 14: Hover -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(50) Level 16: Build Up -- AdjTrg-ToHit/Rchg(A) Level 18: Cosmic Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(21), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), SprWntBit-Rchg/SlowProc(43) Level 20: Force of Thunder -- ThfofEss-+End%(A), Prv-Heal/Rchg(21), Prv-Absorb%(37) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), GldArm-End/Res(40), GldArm-ResDam(50) Level 26: Neutron Bomb -- SprBlsWrt-Acc/Dmg/EndRdx/Rchg(A), SprBlsWrt-Acc/Dmg/EndRdx(27), SprBlsWrt-Acc/Dmg/Rchg(27), SprBlsWrt-Acc/Dmg(34), SprBlsWrt-Rchg/Dmg%(36), SprBlsWrt-Dmg/Rchg(43) Level 28: Thunder Strike -- OvrFrc-Acc/Dmg/End/Rech(A), OvrFrc-Acc/Dmg/End(29), OvrFrc-Acc/Dmg(29), OvrFrc-Dam/KB(37), OvrFrc-Dmg/End/Rech(42) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-EndRdx/Rchg(31), LucoftheG-Def(40), LucoftheG-Def/Rchg+(42) Level 32: Atomic Blast -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(50) Level 35: Power Sink -- PreOptmz-EndMod/End/Rech(A) Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39), LucoftheG-EndRdx/Rchg(42) Level 41: Fly -- BlsoftheZ-ResKB(A) Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def(46), LucoftheG-Def/Rchg+(46) Level 47: Tactics -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(48) Level 49: Afterburner -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) ------------
  8. Blaster Secondary > Temporal Manipulation during character creation: Set Description - Set Name is wrong = "... . Time Manipulation allows..." Set Description = "... inflict crippling debuffs, and cause mental damage and exhausting... " > 'and' should not follow the ',' >> "... influct crippling debuffs, cause mental damage and exhausting ... " Power Aging Touch = "will suffer from a more psionic damage ..." >> "... will suffer from more psionic damage ..." Power Chronos = "... or Lord of Time ..." - there is no Lord of Time power >> "... or Time Lord ..." Power Temporal Healing = "... placing your bodies in ..." - as a self-affecting power can only affect 1 body >> "... placing your body in ..."
  9. I rolled a Dark/Sav Tank as well but about a week before this post went up. Struggled with a build but below is what Im planning. http://www.cohplanner.com/mids/download.php?uc=1598&c=710&a=1420&f=HEX&dc=78DABD94CB4F135114C6EFBC282D2D6DA9D0222F41B12F2D54DDF80A31022AD248A271679A118752A9854C098AAE4C7CEE9468DC28A84B176E1535FA5F18C1F71F20E01B17663C9DEF004DBAF7A6D3DF9D734EEFF7DD39739B3AD7ED7E7CE0629790DCFB737AA1903EA6E7470C534BE999ECA0280E075DF588A6BB8D21235F3012DDBA3992DE679E193557322923671889A3FA849E317023DC03A3A3B944BFA18F65F3198F7DD39BCD0C8FD39D772575CA300BC3D9B12A6473C574A0672C3B98E8C91B6666329DD20BE3863919220F5D743D75D297547465A9E2A722445215EA32F30758F11BDC14A2C22655CC45040F4B1143C2CE6D3E0D86B3606C047C13E1E5697DE9868ADA5B60780A8CDD043B6E83B3E449614F0A7BAA604F95ECA9923DB982F0344F3A1AEB687759E73EEB4CB3CE3D30F9007C463A0EE8C80ED671FD01DDDBC0E754E3B4776069CE1AC5D672FBC16A0FB8A19AE965FAC04FE4A90A9E445541B6D7ABA3E67BA029790E43A37A59D8F52FA3427851AF792FC1A3EF32F30AB8EE2AF31A58771D7C413EFD5857F1FB243B561360D6821D7FA1F39E7C05A02307A6D9D743B0790694C9672D7BAFB568088522415608F2D30A715742DC95C65FFCE6506D3D6AB5FA05C4D62F3297B8F62BD8FC8DF91D7C47EE1AB8930DBBE026BA9BB987B9134CEE059FD0EE9BF88D697A8B755AE79973CCD7E0C6CFA09F3CB6F07E5A7A3977887990DFF83EF003796AE337BE2D02CD2D51668C19073F526D3BFB6F9FC029D87A9E79967901EC5890ED8ECC904C849F76248EDC238F1071F813F13B583B489E135C976880B757B4F74E8E751E41A71BD5D5134A9F62F7A2EAEA39B76265D9CEB248B22CB2BD2CB2A32CD25F1AD1E079405DFD0710925DE5F4D1F946C4FAE2A2AC549A5D5C8BC8D271EC47EE2386A91FADD8F342D9AF96D62292C44F4B9E02ADFF30BAE84025F9F90EB88A2E303F51323F5932D74BE64678AD37FF00612E6376 Not planning on taking CoF or OG (at this stage). Only just hit lvl 30 and only have the following IO set pieces in place: - Miracle Proc - Numi Proc - Perf Shifter Proc + Perf Sifter End Mod - Karma KB Running Lvl 30 normal IO's for the rest of my current slots. EndUsage isnt much of an issue but I have Sprint off in combat. Tought/Weave are 2x EndRed + 1 Def or Res (as appropriate). Dark Emb + MurkyC have 1x EndRed + 3x Res. DeathShroud is NOT on yet as I cant afford the End (ned more slots). When I use my Blood Frenzy spender I notice the drop in End. Typically use it, hit Blood Thirst to get it back straight away. Not sure if my proposed build will work or not. With Accolades (all +HP and End) and Cardiac Core I will eventually have the following: RES S/L = 90%+ F/C = 90%+ Nrg = 76.5% Neg = 90%+ Tox = 50.6% Psi = 84.2% Def S/L = 41.7% F/C/Nrg/Neg/Psi = 27% Melee = 48.9% R/AoE = 27% Regen = 236% MaxHP = 137.3% EndRec = 3.64/s EndUse = 1.18/s
  10. Drop the stealth from CoD or at least let us select when to have that effect (prob too hard so just drop the stealth at least on Tanks). Im not sure the last time I needed a Tank to stealth... anything. Im sure there will be some that do but for the vast majority fo the time a Tank is meant to DRAW aggro not avoid it. This might need some of the DEF values adjusted but thats for Devs/playtesting. CoD also has +Perception so add the ToHit DeBuff Resistance to that. Take the Immob Res from CoD and give it to Obsidian Shield. Give some -ToHit to Death Shroud. Get some numbers on EndUsage (at SO level) (will try and do this if I get the time).
  11. Both the original and new devs have stated that the game is to be balanced around SO's so thats where the balance points need to be viewed at. Not even normal IO's, just SO's. DA's lack of KB protection can be solved without IO's by using Hover or Acrobatics. Both have additional toggle costs (0.19/s or 0.26/s) which just piles on top of the rest of DA's end usage issues. Remember based on SO's means no Miracle or Numi or Panacea or PerfShifter procs. No UnbreakableRestraint, or other, -EndCost Set Bonuses. Maybe would be good to compare a SO only DA/?? (not Staff or Savage) vs another powerset/?? and see what EndRed SO's are needed to run the build and the loss of survivability/damage you get (less Res Enh, less Dam Enh, etc).
  12. Softcap is where you don't get any benefit by going over whereas hardcap you can't go over. For non-incarnate foes 45% def softcap is the same as 85% or even 175% def. Foes always have a 5% chance to hit. Note that foes with -def or that are a higher con to you (yellow, orange, etc) can hit you easier. For incarnate the softcap is 59% I believe.
  13. I remember my first ever CoH character wayyy back in... i10 I think? Trying to find the INF to fund buying SO's was so painful - even when all leveling was done via normal missions and the occasional TF. Yes I could have played the market but with no money ...? The cost to upgrade to maintain your ENH needs to be lowered unless playing the market is MEANT to be a large part of the leveling experience - in which case there needs to be an in-game tutorial explaining how to do so. Making a Farmer should not be needed to fund low-mid level standard ENH (SO/IO) slotting. How far prices need to drop I dont know.
  14. OK so I probably butchered the name of the icons that show what powers are currently affecting me, both positive and negative, that display under your XP bar. Namely these: Today I was under the affect of the Farady Cage power by an random and I wanted to see the effects of the power so I right-clicked the icon. For ~1.5secs I got what I would expect - a detailed listing of everything that power is doing: However after that ~1.5secs the display changed to this: I retested this a number of time and every time after ~1.5secs the display would change. Immediately right-click on the icon again and the details view would show - for ~1.5secs.
  15. SD/Savage is fun. I have a Brute with this and Savage Leap into the mod from afar (add a KD proc), then Shield Charge (already has a chance to KD so now you've got most foes on their backs), then Rend = most minions/LT's dead. Maybe Street Justice for Secondary?
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