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Posts posted by Pleonast
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Is it possible to have an enhancement that changes a click power into a toggle power? There'd have to be careful consideration about which powers, but it'd be similar to the enhancement that changes knockback into knockdown.
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5 hours ago, Golden Azrael said:
An intune DUO Partner is the *only* way to truly travel in COH. And yes. To push the envelop in interesting ways in combat and builds and thus combat and tactics once more. Ebb and flow of the dance of power and understanding to achieve more power to push the level of challenge. To push the glass ceiling on those weaknesses.
So true. Two-player teams are the best teams.
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It's not for everyone, but no set is. Here's what I like.
1. Quick Strike: light damage and knockback to give yourself some space.
2 & 3. Body Blow and Smashing Blow: medium damage and stuns to give yourself some time.
4. Taunt: hey you, it's a taunt!
5. Repulsing Torrent: cone knockback to push minions into corners and give yourself time and space.
6. Power Siphon: nice buff if you have room to take it.
7. Burst: fun all-around blast.
8. Focused Burst: great range attack for taking down flyers and runners.
9. Concentrated Strike: the POW! attack.
My attack pattern goes like this. First, target a boss. Run next to it and Burst. Then run to the angle that gives the most mobs or wherever you want to herd things and Rep Torrent. While two powers charge, hit the boss with Conc Strike, Smash Blow, and Body Blow (on a team, Taunt and/or Focus Burst). Then repeat with the AoE and Cone, and back again to popping the boss. The boss will be stunned.
There's a lot of running to the best position, hence the "Kinetic" part of the name. I love the back-and-forth, to-and-fro when using Kinetic Melee. It requires good situational awareness (Scrapper-lock is counter-indicated) and I get into the zone of being wherever I need to be.
It pairs well with Willpower, another powerset that has a nice variety.
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32 minutes ago, Crysis said:
I argued this when they just nerfed exemplaring influence as a means to "slow down the accelerated rate of influence creation." If the issue is concern over influence, just level the field for the price of what influence gets used for in the first place. Far simpler than changing a fundamental mechanic of the game....just flat-price everything like already exists with DO/SO Vendors. Problem solved. Obviously, this would disrupt the enjoyment a small handful of players get from marketeering efforts and/or crafting, so I doubt the devs would ever do this. Thus, see response to number one. Everything exists in a system and changing one part of the system is seldom an option to solve the problem, if indeed the problem even exists at all.
I can understand why they want to make changes slowly. I think there needs to be a "big picture" look at what we want this game to be going forward. I think there needs to be a lot fewer timesinks -- low drop rates and other artificial scarcity add very limted gameplay.
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25 minutes ago, Crysis said:
They'd have to reverse the Purple Patch which goes waaaaaay back to like the first couple years of Live. That's not even talking about what you'd have to adjust upwards for +TOHIT and +ACC and a whole host of adjustments to prevent a player from being one-shotted. But that's the issue another poster above was trying to demonstrate. Defenses, Hasten, whatever...they all exist as environmental variables and you can't just change one without introducing a whole host of other changes as well, making it a very complex and time-consuming change. No easy fix, which is why this argument comes back to "why does this NEED to be fixed/prove that its broken."
Actually, I propose increasing the max notoriety level adjustment without changing the purple patch. No one would have to play at +5 or higher. And if they did, they'd suffer the effects of the purple patch. Relatively little coding work for vastly harder play as an option.
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I think Defenses and enhancements are fine the way they are. With power choices, IO sets, and the notoriety system, players have enough control over how hard their gameplay is. Does anyone play at the hardest level: +4x8 with SO enhancement (or without enhancements for the truly insane)?
But if we want to make changes, I'd suggest two:
1) Up the notoriety maximum to +8x16. Upping the max level would make any defense vulnerable, while making hitting the badguys that much harder. Upping the numbers means some people are going to take hits, simply because some rolls to hit will succeed. More choices for harder missions without giving up interesting builds.
2) Seed the auction house so that every enhancement is available in unlimited quantities at 1000 inf each. Let players put together the builds they want. Instead of haves and haves-not based on time and farming, let players choose what they want to play. We already have gates based on level; I don't see why gates based on drop-rate help gameplay.
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What is the design philosophy for the Hybrid Incarnate powers? To review: they cost no endurance, are toggles, continue 120 seconds at maximum before auto-shutoff, and take 120 seconds to recharge. This seems like an odd choice to me; not the numbers but the toggle, auto-shutoff, and long recharge. I assume there is a reason they were designed that way. I guess they wanted weird powers for the Incarnate system?
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6 hours ago, pyrocumulus said:
-I'm not a huge fan of Focused Accuracy, it costs a fortune in Endurance. Yes I am a WP, but it pushes my end usage up to 2.16 EPS, and I will need to run it and Tactics as 3 of my attacks are not slotted properly for acc. I would like to take Physical Perfection but I'm not sure what to drop for it - possibly Focused Burst, but I quite like having a ST attack with a greater range in my toolbox. If I chop out Body Blow for Focused Burst in my attack chain I lose Kinetic Combat's 3.75%, and I have an attack missing in my chain when exemplared.
This is why I dropped Power Siphon. For me, beefier attacks are lower priority than the overall attack chain and attack options. You'll have to decide your own priorities.
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1 hour ago, Psyonico said:
You didn't give your S/L Resistance, which is where WP gets most of its S/L mitigation from. I happened to have put together this build the other day for someone else. It should give you a better idea of where you should be (as soon as I come up with a concept I plan on rolling it.
And thank you for that! For me, Willpower/Kinetic Melee is my concept of Ms Marvel.
Here's my current version:
SpoilerPrimary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: High Pain Tolerance -- Prv-Absorb%(A), Prv-Heal(3), StdPrt-ResDam/Def+(3), ResDam-I(5)
Level 1: Quick Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(7), CrsImp-Dmg/EndRdx/Rchg(9)
Level 2: Body Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(9), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Dmg/EndRdx/Rchg(13)
Level 4: Fly -- BlsoftheZ-ResKB(A)
Level 6: Smashing Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(19), CrsImp-Acc/Dmg/Rchg(19), CrsImp-Acc/Dmg/EndRdx(21), CrsImp-Dmg/EndRdx/Rchg(21)
Level 8: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23)
Level 10: Fast Healing -- Heal-I(A), Heal-I(25)
Level 12: Indomitable Will -- Ksm-ToHit+(A), Ksm-Def/EndRdx(25), LucoftheG-Def/Rchg+(27)
Level 14: Rise to the Challenge -- RgnTss-Regen+(A), RgnTss-Heal/EndRdx(27)
Level 16: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(29), EndMod-I(29)
Level 18: Heightened Senses -- ShlWal-ResDam/Re TP(A), ShlWal-Def(31), ShlWal-Def/EndRdx(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33)
Level 20: Repulsing Torrent -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(33), MckBrt-Taunt/Rchg/Rng(34), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(34), MckBrt-Rchg(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Boxing -- Dsrnt-I(A)
Level 26: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(36), GldArm-ResDam(37)
Level 28: Burst -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(37), Mlt-Dmg/Rchg(37)
Level 30: Weave -- Rct-ResDam%(A), Rct-Def(39), Rct-Def/EndRdx(39), LucoftheG-Def/Rchg+(39), LucoftheG-Def(40)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40), EndRdx-I(42)
Level 35: Focused Burst -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(42), MckBrt-Taunt/Rchg/Rng(42), MckBrt-Acc/Rchg(43), MckBrt-Taunt/Rng(43), MckBrt-Rchg(43)
Level 38: Concentrated Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(45), CrsImp-Acc/Dmg/Rchg(45), CrsImp-Acc/Dmg/EndRdx(45), CrsImp-Dmg/EndRdx/Rchg(46)
Level 41: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(46), EndRdx-I(46)
Level 44: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(48), PrfShf-End%(48), PrfShf-EndMod(48)
Level 47: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(50), EndRdx-I(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-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 -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Pnc-Heal(13), Mrc-Rcvry+(15), Mrc-Heal(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(17)
Level 50: Vigor Core Boost
Level 50: Ion Judgement
Level 50: Diamagnetic Interface
Level 50: Longbow Ally
Level 50: Barrier Invocation
Level 50: Melee Genome| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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And my goal version:
SpoilerPrimary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: High Pain Tolerance -- Pnc-Heal/+End(A), Pnc-Heal(3), Heal-I(3), GldArm-3defTpProc(5), GldArm-ResDam(5), ResDam-I(7)
Level 1: Quick Strike -- FrcFdb-Rechg%(A), FrcFdb-Dmg/KB(7), FrcFdb-Dmg/EndRdx/KB(9)
Level 2: Body Blow -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(9), AbsAmz-EndRdx/Stun(11)
Level 4: Fly -- BlsoftheZ-ResKB(A)
Level 6: Smashing Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(19), Hct-Dam%(21)
Level 8: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 10: Fast Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), RgnTss-Regen+(29)
Level 12: Indomitable Will -- LucoftheG-Def/Rchg+(A)
Level 14: Rise to the Challenge -- Prv-Absorb%(A), Prv-Heal(29), Prv-Heal/EndRdx(31)
Level 16: Quick Recovery -- PwrTrns-+Heal(A), PwrTrns-EndMod(31), PrfShf-End%(31), PrfShf-EndMod(33)
Level 18: Heightened Senses -- Rct-ResDam%(A), Rct-Def(33), Rct-Def/EndRdx(33), Rct-Def/EndRdx/Rchg(34)
Level 20: Repulsing Torrent -- PrfZng-Taunt(A), PrfZng-Taunt/Rng(34), PrfZng-Dam%(34), PrfZng-Taunt/Rchg/Rng(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 24: Boxing -- Dsrnt-I(A)
Level 26: Tough -- Ags-Psi/Status(A), Ags-ResDam(37), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(37), Ags-ResDam/EndRdx/Rchg(39)
Level 28: Burst -- PrfZng-Taunt(A), PrfZng-Taunt/Rng(39), PrfZng-Dam%(39), PrfZng-Taunt/Rchg/Rng(40), PrfZng-Taunt/Rchg(40), PrfZng-Acc/Rchg(40)
Level 30: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(42), ShlWal-Def/EndRdx(42)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43)
Level 35: Focused Burst -- PrfZng-Taunt(A), PrfZng-Taunt/Rng(43), PrfZng-Dam%(45), PrfZng-Taunt/Rchg/Rng(45)
Level 38: Concentrated Strike -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(48)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- PwrTrns-+Heal(A), PwrTrns-EndMod(48), PrfShf-End%(48), PrfShf-EndMod(50), Heal-I(50), Heal-I(50)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
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 -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(11), Heal-I(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(13), PrfShf-End%(15), PrfShf-EndMod(15)
Level 50: Vigor Core Boost
Level 50: Ion Judgement
Level 50: Diamagnetic Interface
Level 50: Longbow Ally
Level 50: Barrier Invocation
Level 50: Melee Genome| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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I just found out that Carnies can drain End when the die next to you. I never noticed because my Recovery was too high. Until one mission I killed like 6 of them with one attack and their drains all hit me. Goodbye toggles, hello hospital.
So be careful of hubris when enhancing.
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This thread reminded me to check my contacts. Apparently I had forgotten to do the last mission in the Envoy of Shadows arc. Oops, I hope it wasn’t urgent.
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Note that you earn Incarnate experience from doing Flashback missions in Ouroboros. If you like story arcs, go and do all the ones you missed.
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Is there any reason the Wiki link at the top of the forum page should not point to this wiki?
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1 hour ago, MellowPeanut said:
To your second point, this is where I'm starting to feel a little lost. I haven't had issues holding aggro and keeping mobs off my team, I feel pretty much invincible, and my team is pretty sure that I do a a good portion of our damage. That said my primary powers have been getting most of the slot love so far, and I'm pretty sure I need to put more slots in my main damage powers.
Old school trinity teamwork: the Tanker's job is getting the focus fire, so no one else takes the brunt of the damage. The Defender's job is making sure the Tanker stays alive, by buffing the Tanker or debuffing the bad guys. The third player's job is killing stuff. As long as stuff is getting killed without player deaths, then it's working.
The magic of City of Heroes is that the trinity is merely a suggestion. Every archetype can stay alive and kill stuff; there's no fixed roles. It sounds like your group is working fine, so don't worry about it, especially while leveling. Just have fun now; you'll be at level 50 quicker than you think.
Now if you want to stress-test yourselves, keep upping the difficulty and see what breaks. Then make adjustments. Note that you can increase the effective level separately from the effective team size. Your group might be able to handle one better than the other.
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You’re leveling with friends, so you can’t really go wrong.
In general, take powers from both your primary and secondary powersets. These will be more powerful than pool powers. In your attacks, put an accuracy IO and a damage IO. Put a defense or resistance or heal IO in your primary powers, as appropriate. Add more enhancement slots wherever you feel like.
Are your friends dying a lot? Then you should tank more. If you’re dying a lot, your Defender friend needs to buff or debuff more. As long as you’re not setting the difficulty too high, you’ll be fine.
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Spoiler
Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
American Dream: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: High Pain Tolerance -- Pnc-Heal/+End(A), Pnc-Heal(3), Heal-I(3), GldArm-3defTpProc(5), GldArm-ResDam(5), ResDam-I(7)
Level 1: Quick Strike -- FrcFdb-Rechg%(A), FrcFdb-Dmg/KB(7), FrcFdb-Dmg/EndRdx/KB(9)
Level 2: Body Blow -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(9), AbsAmz-EndRdx/Stun(11)
Level 4: Fly -- BlsoftheZ-ResKB(A)
Level 6: Smashing Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(19), Hct-Dam%(21)
Level 8: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 10: Fast Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), RgnTss-Regen+(29)
Level 12: Indomitable Will -- LucoftheG-Def/Rchg+(A)
Level 14: Rise to the Challenge -- Prv-Absorb%(A), Prv-Heal(29), Prv-Heal/EndRdx(31)
Level 16: Quick Recovery -- PwrTrns-+Heal(A), PwrTrns-EndMod(31), PrfShf-End%(31), PrfShf-EndMod(33)
Level 18: Heightened Senses -- Rct-ResDam%(A), Rct-Def(33), Rct-Def/EndRdx(33), Rct-Def/EndRdx/Rchg(34)
Level 20: Repulsing Torrent -- PrfZng-Taunt(A), PrfZng-Taunt/Rng(34), PrfZng-Dam%(34), PrfZng-Taunt/Rchg/Rng(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 24: Boxing -- Dsrnt-I(A)
Level 26: Tough -- Ags-Psi/Status(A), Ags-ResDam(37), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(37), Ags-ResDam/EndRdx/Rchg(39)
Level 28: Burst -- PrfZng-Taunt(A), PrfZng-Taunt/Rng(39), PrfZng-Dam%(39), PrfZng-Taunt/Rchg/Rng(40), PrfZng-Taunt/Rchg(40), PrfZng-Acc/Rchg(40)
Level 30: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(42), ShlWal-Def/EndRdx(42)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43)
Level 35: Focused Burst -- PrfZng-Taunt(A), PrfZng-Taunt/Rng(43), PrfZng-Dam%(45), PrfZng-Taunt/Rchg/Rng(45)
Level 38: Concentrated Strike -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(48)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- PwrTrns-+Heal(A), PwrTrns-EndMod(48), PrfShf-End%(48), PrfShf-EndMod(50), Heal-I(50), Heal-I(50)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
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 -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(11), Heal-I(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(13), PrfShf-End%(15), PrfShf-EndMod(15)
Level 50: Vigor Core Boost
Level 50: Ion Judgement
Level 50: Diamagnetic Interface
Level 50: Longbow Ally
Level 50: Barrier Invocation
Level 50: Melee Genome
------------| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1531;711;1422;HEX;| |78DA6594CB6F125114C6EFC02052682905EC130BD80205CAC3D6ADA6B1ADE9D31A5| |F4B32A1D776EC74A00346BBD3A4F5B17563DCB976E1C6F8DFB8F4D19AF4111F5557| |78CAF902442681DF9DEF9E7BF9CE39F7B2F468DAF3EEDA932B42F15C35B44AA5704| |B3337A4E55CD6AA0F2CCD10F4744D6D4A4B2F6A6678DA92DAA693A43E8E2A4CCB7B| |D2ACC8CC5DDD30CAA587D21AC4C49234A4CC2CE8A6ACEAC5C254B5AA1537847BA55| |43232B386BEB65EEDA88F6F96A55CED64F954D5CD356FFD6D516AABD2AAACEB65FF| |4C592F66664C69AD6D1796B44A555ADB7D6421459F4F2EFA524E3DD61C22621722A| |F0A5B181C1175AA17F95DCD32CFA459BFEF13786A36B16BE3B9C7CCB33BCC0D1FB6| |A718E53AE6E6991DCB4C37D5C3CE31C2FE913583D63958733862AC75C7C104B3670| |C4C320329E667CAC9899C9C7FD973E027F3DC2FF084D9F71BFCC3FC426B5DBCD6EE| |BAA3D4B581DBE00DE6D0656248155F29D6CDB1C21DE4B93DD23A15A59E6FE701EF3| |9B4C73CBFCFDCA7182F7EC37BA2F2DC31F88A7308BF647EA3581F627D3F787DF810| |3C6246BE334DAA999F6B66F79BBC3E628115E68532334A350FF2BEB6608AFB79E13| |F2A14D38BBEF4E658B393D6CFEBD4FE4B9CF3C8249803F3CCD804B34CBE06D1CB41| |F88AC1570CBEE2F0152F815B4C957E2F84FC430B9CE7D81C380FCE327D143B8C9C8| |6D18F6400EC666E9197286A14859724BCA4E1250D2F16C58EC2F7E80EF727BDCB1C| |7F0A3E039F33B32F986FC85202672311E1DABDEDA43B87739942DFB3E87B167DCFA| |3EFF9D3BB1702E9DD4FB965B05F06FBF5909683968336A436EEA41003AC8DA98D3B| |5E4BB6CED7E811B93625DFA64CB429936DCA62AB02372B6AE3F60B05A7CAD5DDB8E| |DB5830E9A4706CA38CF1F35359B324F8338FD53CC313DA8C661EBBA046BC74DCDAE| |A0BA1E54B70BD5ED4275BD74ACF3A8484FA039FE40D7270F6FEE60537FDDA2BF8F3| |6C7FF000643E6EC| |-------------------------------------------------------------------|
This is the build I'm planning. (I have to say the post editor here is nigh unusable.)
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10 hours ago, Caulderone said:
Focused Accuracy + Tactics seems like overkill. FA alone leaves you well past 100% tohit on +4s and gives 86.5% tohit debuff protection.
Just a thought, and it would give you another power pick to play with.
This is coming from an Accuracy snob/junky, btw. I love FA.
I always love more accuracy and more endurance. Probably from a previous life of waiting far too long to get enough energy and then miss the target.
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Here's my current build.
SpoilerHero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designerClick this DataLink to open the build!
American Dream: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy MasteryHero Profile:
Level 1: High Pain Tolerance -- Prv-Absorb%(A), Prv-Heal(3), StdPrt-ResDam/Def+(3), ResDam-I(5)
Level 1: Quick Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(7), CrsImp-Dmg/EndRdx/Rchg(9)
Level 2: Body Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(9), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Dmg/EndRdx/Rchg(13)
Level 4: Fly -- BlsoftheZ-ResKB(A)
Level 6: Smashing Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(19), CrsImp-Acc/Dmg/Rchg(19), CrsImp-Acc/Dmg/EndRdx(21), CrsImp-Dmg/EndRdx/Rchg(21)
Level 8: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23)
Level 10: Fast Healing -- Heal-I(A), Heal-I(25)
Level 12: Indomitable Will -- Ksm-ToHit+(A), Ksm-Def/EndRdx(25), LucoftheG-Def/Rchg+(27)
Level 14: Rise to the Challenge -- RgnTss-Regen+(A), RgnTss-Heal/EndRdx(27)
Level 16: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(29), EndMod-I(29)
Level 18: Heightened Senses -- ShlWal-ResDam/Re TP(A), ShlWal-Def(31), ShlWal-Def/EndRdx(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33)
Level 20: Repulsing Torrent -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(33), MckBrt-Taunt/Rchg/Rng(34), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(34), MckBrt-Rchg(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Boxing -- Dsrnt-I(A)
Level 26: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(36), GldArm-ResDam(37)
Level 28: Burst -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(37), Mlt-Dmg/Rchg(37)
Level 30: Weave -- Rct-ResDam%(A), Rct-Def(39), Rct-Def/EndRdx(39), LucoftheG-Def/Rchg+(39), LucoftheG-Def(40)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40), LucoftheG-Def/EndRdx(40), EndRdx-I(42)
Level 35: Focused Burst -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(42), MckBrt-Taunt/Rchg/Rng(42), MckBrt-Acc/Rchg(43), MckBrt-Taunt/Rng(43), MckBrt-Rchg(43)
Level 38: Concentrated Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(45), CrsImp-Acc/Dmg/Rchg(45), CrsImp-Acc/Dmg/EndRdx(45), CrsImp-Dmg/EndRdx/Rchg(46)
Level 41: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(46), EndRdx-I(46)
Level 44: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(48), PrfShf-End%(48), PrfShf-EndMod(48)
Level 47: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(50), EndRdx-I(50)
Level 49: Assault -- EndRdx-I(A), EndRdx-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 -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Pnc-Heal(13), Mrc-Rcvry+(15), Mrc-Heal(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(17)
Level 50: Vigor Core Boost
Level 50: Ion Judgement
Level 50: Diamagnetic Interface
Level 50: Longbow Ally
Level 50: Barrier Invocation
Level 50: Melee Genome
------------| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1561;708;1416;HEX;| |78DA7D534B4F136114FDA69D5AFAA26F5B5E520A485B4A1FEACA85860818811A125| |FCB3A299F30743A94698DB2F42FB8316E8C71E9C28DF1DFB8F481268089BA6061CA| |65EEB16D6CE224EDF97AEF3D67EE3DBD5FE5E992FFDDCD67D785E2BF6168AD56F5A| |E66D6A5E5BEADB51F5B9A21E8195E6C484BAF69666AC9925AC34DA124575597E423| |69B664E1816E18CDDD27D21A43A2220D290B6BBA29DB7AADBAD86E6BB5BAF06DECE| |E1A851543DFDA6E7BEDF39DA6949B010E9F4575732B68FF5A97DAA6B45ADB7A33BA| |DCD46B8565535A5BFBD58AD66A4B6B3F492D94E9F3C9435FCA598F1DA7387452501| |58E0360821213AA50F3C2C69DB0C0D351C54361D7A81AE3B91A7093714832D6C390| |278E02CE10385E70BCE0F8C1F1913F4EE608E747871D3348C7051D177422D089402| |7069D18743ED36C6E9ECDE13EE199CEFF02FE66FC42351EAE513C33CC4B02BF52CE| |07BEEF0F7B903C611C8D2B76CD01D50414C5E607AEB15FA35719BF512E087EF005C| |F31FE1C98E2777CA79A30D7B8C26BDCD38555E00A10EF4AC5802146933C89B227AE| |E836EBA674C6A91D601D68304E3718D3E4711C73C7E7B99769A042B904FC4F9438E| |6A4D8086619B9C47D4D9719678A8C4DEA678C798EB126F366F68016F68574265847| |9DF8C9BC8B47C06320E69DC3BC61E24C624727FFC9CDC18BEC14EBEF510F6978928| |627597892852739789283273978621177163B368B1DCB63C7F2D8B13C766C013BF6| |9A5ACEC097CC2BD6597803444F6F0342CCA3FFF9FBDC6FF11E107B51C45E4469D60| |2F40AD02B43AF0CBD08D594F0DF9510FB9B1B57BB775488518E65D5EE1DEFE4FAF3| |1D7A446920521E885C1E885C1988ACF747D0CD86DABDFD42C1767942DDDBDD39F45| |25E417E81F3C7BD985399E28DF0A7188757293147788BF1A89F9F61FE8F5ECCA1C0| |DD10DC0DE1D675FEFB0469F9CBF02B12EB9D3F447B675FBC777ED9177F9FEE9D4F0| |1BE9AFEE7| |-------------------------------------------------------------------|
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Oh, Bopper's spreadsheet is awesome!
I'll post my current build when I get home. I'm working on new build, without regard to costs, as a long-term project. I'll study Psyonico's suggestions. Thanks!
Edited to add:
I do have a copy of numbers from the game.
Defenses
Smash/Lethal: 28.36%
Fire/Cold: 45.32%
Energy/Negative: 39.06%
Psionic: 30.92%
Ranged: 18.02%
Melee: 20.52%
AoE: 21.14%
Resistances
Smash/Lethal: 85.63%
Fire/Cold: 19.89%
Energy/Negative: 20.64%
Psionic: 46.65%
Toxic: 18.39%
Base
Max HP: 2713.46
Max End: 103.60
Regeneration: 51.15 hp/sec
Recovery: 4.36 end/sec
To Hit: 97.96%
Accuracy: 1.48
Damage: 19.00%
Recharge: 135.00%
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16 hours ago, tidge said:
a Toxic for extra damage chances.
Adding new meaning to the phrase "poisonous stare".
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So, I've been playing around with different builds in Mids for my Willpower/Kinetic Melee Tanker. I'm not expert at tanking, but seems like Willpower doesn't really specialize in any one thing. Some powersets do Defense, some do Resistance, some do Regeneration. Willpower looks competent in all, and master of none. So my question is, how to improve my slotting to best improve my tanking; for example, is it better to improve Def by 1% or Resist by %1 or Regen by 1%?
The metric I've worked out is Average Sustainable Hits:
ASH = REGEN / ( max( 100 - DEF, 5) / 100 * max( 100 - RESIST, 10) / 100 )
where REGEN is my regeneration in hit points per second, DEF is defense percentage, and RESIST is resistance percentage.
Near the bottom end, raising defense 1% is about the same as raising resistance or regeneration by 2%. Near the top end (say 40% defense, 85% resistance), 1% defense is about the same as raising resistance 1.5% or regeneration 11%. I compute the metric separately for each type of damage. The take-away seems to be resistance becomes more useful as you get closer to the top, while regeneration becomes less useful. On the other hand, there's no limit on regeneration; it's always useful.
I'm sure this is old hat for long-time Tankers, but I figured this out myself and thought I'd share. Math is fun!
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I’m not a tank expert, but my main is a Willpower/Kinetic Tanker. I don’t have Taunt. Instead, I have Repulsing Torrent (ranged cone attack) and Focused Burst (ranged attack) 6-slotted with taunt IO sets*. I haven’t run the numbers; it feels good enough. So I get damage and taunting ability, but of course not every Tanker has ranged attacks to enhance.
In any case CoH is fun to play with quirky builds.
*The sixth slots gives me global recharge boosts, which is nice.
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Why did I just earn the Passport badge?
in Badges
Posted
So, my main character, created 2019-04-30, while in the middle of the "Save Kadabra Kill and Sigil" mission from Heather Townsend just now earned the badge Passport while in the middle of combat some with some Knives of Vengeance. Looking at the wiki page ( https://homecoming.wiki/wiki/Passport_Badge ), this does not make any sense. Is this a bug, or is the documentation wrong?