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subbacultchas
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Everything posted by subbacultchas
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8D Another full zerg in the books! Put that in your pipe and smoke it, Heelz! It's the second one I've been in, in the last week. I think Chissa? ran the last one, and it was also smooth as silk. I've been thinking what the advantages are of having the first run be traditional, and the second be the full zerg. I think I like it still though, it introduces newer players to how Hami is traditionally done (well now, not old live necessarily), then the full zerg. That's good in that that it really helps them understand the mechanics for when they are on other Hami raids, and really it's only a 5 minute difference right? Much obliged to the folks running these Hami raids nightly for the last few weeks. I've missed one or two, but I've made most of them and it's been a hell of a lot of fun each time.
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I did get it settled, and it's a much better build IMO. I think I'm only missing one partial set now to consider the build done, at least slot-wise. The Gremlins are pretty fierce, and really don't die unless I'm farming +2/x8 or above and aggroing 2-3 groups. Part of that is due to +def/+res slots on them, but also a large amount of the same from my buffs and +regen. I was going to post it here but got distracted by Steam's Summer Sale. I'll post it this week though, as I made a questionable decision that I would like feedback on (procs in aoe immob).
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Yep, that's my issue with it too. Also I'd like to see the actual stealth fog with a more minimal graphic version.
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The tier 1 blast is very useful in your chain. The only thing I think is skippable is probably Steam Blast, the cone. Only then because it usually means having to move in or out of combat to get full use from it, and the damage is okay but not spectacular. I would not skip the first couple of single target blasts. I could see Dehydrate being skipped as well, but I use it on my water/cold to top off health quite often.
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Well, I remembered last night that there's a second +3 def all IO in one of the PVP sets. So this weekend I'll be slotting that which should free up 3 sets of set IO's in other powers, including being able to remove slots from immob. I reckon I'll remove 3 slots from that, shift the Controller ATO from single to multi-target holds, which will also allow me to frankenslot my single target hold with damage and hold sets. Not sure what other slottings I'll strip the set IOs for defense from, but I can see a lot more possibilities opening up. I'll repost when I have a working build.
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Water is my current goto. Admittedly there are other sets with a slight bit more AOE, but I think Water has a solid blend of both single target and AOE, and has one of the best feels in the game.
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I am coming around to this POV. It may mean I have to respec again for Frostworks.
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You want Aqua Bolt. I've respecced it away a few times, but always miss it and bring it back. I use FF +recharge on at least one of those as well. And correct on Steam Blast, I still use it but I'm very on the fence about it overall. The one I'm iffy on, and I understand why some people do it, is a single 50 +5 recharge in hasten. I don't think I would personally, although it's probably more feasible on this build than say a Dominator. I usually run 2 50+3s or 4s.
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If I weren't big on not duplicating powersets, I'd probably do Plant/Dark Controller. Already got a Plant/MA Dom, and an Elec/Dark controller so I honestly just won't do it. But I like the idea of a frontline controller, with a slight bit more damage than Elec/Dark, that can buff and keep the party alive and not really have to worry about dying often. Just my two cents, you seem to not want Plant so much, but that's where I'd take it.
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I'd call it personal preference. But I can see the bonus Regen being really nice, and it may even help Imp live a bit longer, but prior to getting incarnates I was looking for 2 things, endurance regen and +Recharge. 6 Slot Eff Adp got me more of both. Totally understandable, always sacrifices to be made along the way. If you get the chance, try it and see if you like it, goes a long way with some def/res and you can easily stay in melee range. My build above has a frankenslot for it. I have to say, although I intentionally skipped Fire and Plant for this one, I'm feeling the damage loss keenly. But Elec is still a blast to play.
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Why no regen in Soul Absorption? I have it frankenslotted for regen/recovery/recharge and the regen is pretty ridiculous for self and party.
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This is the current build I'm working from, minus the Ragnarok set (Currently Thunderstrike). It softcaps positional defenses, caps S/L resistances (others 35-50), 138% recharge, ~20% health, and Soul Absorption gives huge recovery and keeps regen between 500-1000% with groups. It's a fun build to play, probably one of the most survivable ones I have, and looking for any changes I could make to it. I dislike 6 slotting immob, but was hurting for the last bit of melee defense and didn't want to slot toughness for it. Currently running Agility alpha for the extra recharge/defense/end mod, but I'm open to suggestions for the other slots (only missing hybrid). I appreciate any input or questions, and hopefully someone else might find this useful too. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Electric Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Fire Mastery Hero Profile: Level 1: Tesla Cage -- WiloftheC-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(3), WiloftheC-EndRdx/Rchg(3), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), WiloftheC-Rchg/Dam%(46) Level 1: Twilight Grasp -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Rchg(9), TchoftheN-Acc/Heal(9), TchoftheN-Heal(11) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7) Level 4: Chain Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/Immob/Rchg(13), EnfOpr-Immob/Rng(15), EnfOpr-Acc/EndRdx(17), EnfOpr-Acc/Immob(31) Level 6: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(13) Level 8: Conductive Aura -- EffAdp-EndMod/Acc(A) Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(11) Level 12: Static Field -- CaloftheS-Heal%(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Shadow Fall -- LucoftheG-Rchg+(A), Ags-ResDam(17), LucoftheG-Def(43), StdPrt-ResDam/Def+(43), LucoftheG-Def/EndRdx(45) Level 18: Paralyzing Blast -- Lck-Acc/EndRdx/Rchg/Hold(A), Lck-%Hold(21), Lck-Acc/Hold(21), Lck-Acc/Rchg(27), Lck-Rchg/Hold(40), Lck-EndRdx/Rchg/Hold(50) Level 20: Fade -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(23), RedFrt-Def/Rchg(23), TtnCtn-ResDam/Rchg(25), Ags-ResDam/Rchg(25), Rct-Def/Rchg(48) Level 22: Fly -- Flight-I(A) Level 24: Boxing -- Empty(A) Level 26: Synaptic Overload -- CrcPrs-Conf(A), CrcPrs-Conf%(27), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33) Level 28: Soul Absorption -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(29), NmnCnv-Heal(29), PrfShf-EndMod/Rchg(31), EffAdp-EndMod/Rchg(31) Level 30: Tough -- StdPrt-ResKB(A) Level 32: Gremlins -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(34), CaltoArm-+Def(Pets)(34), CaltoArm-EndRdx/Dmg/Rchg(34), CaltoArm-Acc/Dmg/Rchg(37), OvrFrc-Dam/KB(37) Level 35: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dam%(37), Apc-Dmg/EndRdx(40) Level 38: Dark Servant -- TchoftheN-Heal/HP/Regen/Rchg(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(39), TchoftheN-Acc/Heal(39), DarWtcDsp-ToHitDeb/Rchg(39), DarWtcDsp-ToHitDeb(40) Level 41: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), RechRdx-I(46) Level 44: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 47: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48) Level 49: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(50), Rct-ResDam%(50) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(19), PrfShf-End%(19) ------------ ------------ Set Bonus Totals: 13.5% DamageBuff(Smashing) 13.5% DamageBuff(Lethal) 13.5% DamageBuff(Fire) 13.5% DamageBuff(Cold) 13.5% DamageBuff(Energy) 13.5% DamageBuff(Negative) 13.5% DamageBuff(Toxic) 13.5% DamageBuff(Psionic) 5% Defense 8.63% Defense(Smashing) 8.63% Defense(Lethal) 6.75% Defense(Fire) 6.75% Defense(Cold) 6.44% Defense(Energy) 6.44% Defense(Negative) 8% Defense(Psionic) 10.5% Defense(Melee) 9.88% Defense(Ranged) 10.5% Defense(AoE) 3.3% Enhancement(Terrorized) 5.5% Enhancement(Held) 6% Enhancement(Sleep) 7% Enhancement(Confused) 9% Enhancement(Immobilized) 27% Enhancement(Accuracy) 5% Enhancement(Heal) 2.5% Enhancement(Max EnduranceDiscount) 68.75% Enhancement(RechargeTime) 3% Enhancement(Stunned) 213.6 HP (21.01%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 30% MezResist(Held) 30% MezResist(Immobilized) 30% MezResist(Sleep) 30% MezResist(Stunned) 30% MezResist(Terrorized) 30% 10.5% (0.18 End/sec) Recovery 68% (2.88 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 3.75% Resistance(Smashing) 3.75% Resistance(Lethal) 9.75% Resistance(Fire) 9.75% Resistance(Cold) 4.5% Resistance(Energy) 4.5% Resistance(Negative) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic)
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If you plan on using double xp, have a rich alt or an alternative means of making money, as it will set your influence gains to 0. If you're new to a TF or Trial, let people know. Rarely will they kick you, most often they will help walk you through it. Instead of SO's get a set of IO's at 25, and slowly replace them along the way with either set IOs or attuned versions. Use Pine's planner if you intend to get the character to 50 and beyond. It's not totally necessary, but having a solid game plan along the way helps you in both end-game and figure out how your character works best. At 30-34 run Buck Salinger's quest line for the Katie Hannon TF. If you miss it, you can get it via Ouroboros 35+. If you're using a knockback heavy toon, get some kb to kd IOs. It will make your teaming experience much better, although some powers used wisely don't need it.
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I would ignore the last two points of this. The first is a personal stance that shouldn't be really applied to others. The second is off because kb to kd is fairly easy to get in IO form (or Summer BB), and storm is really good, especially with kb to kd but even without it.
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New to CoH:H, but long time CoH player returns!
subbacultchas replied to biostem's topic in General Discussion
With the introduction of crafted Invention Origin enhancements, particularly the IO sets that have one enhancement that grants a global bonus (like the Luck of the Gambler set's 7.5% +Recharge IO, or the Karma set's Knockback Resistance IO), having 'mule' powers that you take for the single slot which will accept one of these globals is pretty common. Combat Jumping and Hover, for example, will both accept the LotG+Rech enhancement. Good to know. Thanks! Street sweeping you won't find an absolute ton of, a lot of due to DFB and AE. I'm not knocking either, I've done my fair share of AE and will continue to do so. However, you can still get good xp doing street sweeping in hazards like Perez, Hollows, Boomtown and such. There may be slightly faster ways to level now, but these are still fine too. -
I haven't seen this, and I'm going to be fairly hostile when I do see it. I'd quit a team that did this minus some *extremely* good reasons. Play what you want to play and don't let anyone dictate to you otherwise.
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Have some spot in the game where the organization of heavily-armed die-hard patriots are still stubbornly celebrating Independence Day as if the United States as a political entity still actually meant something, and you can run across people out with barbecues and bunting, shooting off fireworks, and if you start a firefight you'll find yourself in a massive crossfire from all the 'civilians'. Sounds surreal enough to work well in a cyberpunk game. As a member of the class you are talking about, I take offense to this stereotype entirely. You didn't even once mention the american flag shirt with a bald eagle on the back and cut-off sleeves, or the denim cut-off shorts, or even the Git-R-Done or tractor company hat. If you're going to do it, do it right.
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Need some help picking my last few powers (Water/Cold)
subbacultchas replied to Nezix's topic in Corruptor
For sure. Let me know if you do, I'll be glad to look at it and offer suggestions. In the meantime I may get those last two levels on my Water/Cold, who got temporarily shelved due to making a Elec/Dark controller. Just talking about it made me remember I really liked the build. -
Need some help picking my last few powers (Water/Cold)
subbacultchas replied to Nezix's topic in Corruptor
This is slightly different from my Water/Cold build. While you've got Fly/Hover, I'm using CJ/SJ, and I took Fighting Pool instead of TP Friend, and grabbed Snow Storm which is a great debuff IMO. Otherwise we aren't too terribly far off. So Toughness/Weave are great if you're building for def/res, and it's not hard to do with Water/Cold. Leadership is a possibility as well, but I prefer Fighting personally. Aid Self I hear is great, but I prefer stacking def/res to using reactive heals. YMMV. My vote is toward T/W, but I don't know what your current def/res are to know if it's worth it. -
Ah, thank you. I totally misunderstood what the point of attunements were. Then I guess I won't bother with them until I hit 50 then and want to twink out my character. Do consider buying and slotting the ones you want as you level up though, which is what I did with my last toon. Since they scale with you, unlike normal IOs, they become better as you level albeit in rather small increments. But they can be useful at 20, all the way to 50, then you don't have to replace them at 50 either, and the sets often work exemplared too. It also seems to me like it spreads out the money you spend over quite a few levels, instead of hitting 50 and having that grind to get them all. Either way is totally flavor and neither is wrong, but I think I've enjoyed slotting them at lower levels (usually 22-27 starting).
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Using Power Boost (Primal Forces) in conjunction with Fade will provide ~+10% Defense(all). You can also take the S/L Resist toggle on top of this. It's tough to justify taking a pool that only provides a marginally larger amount of S/L-only Defense. I didn't think Power Boost worked with any power that allows for +res? It's not supposed to work on any power with enhanceable +Resistance, but someone missed adding that flag to Fade. Which means any Damage buffs on you should also boost the amount of +Resistance Fade gives. Interesting. I've got to track that so I can see the changes real time. Thanks for the info. Also thanks for carrying the torch for Trick Arrow still. I love that damned set, just wish it got a little attention.
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Yeah, that sucks, the attacks in the fighting pool are worthless to weapon sets due to redraw and yes, you can go "no redraw" but thats pretty damn buggy still. Conversely, the same could be said for Black Scorpion's epic pool with the damned Mace, unless that's been changed since live. I like the epic a lot, but I rarely take more than the shield because it used to have huge redraw issues (and I am assuming still does).
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I had completely forgotten it was autohit! I'm going to have to replace the two cheap set IOs I have been using with just recharges. Thanks for the catch man! RE: Fade/Shadowfall I usually frankenslot these things for both aspects too, and I think with Fade I six slot while Shadow is usually five or so. Shadowfall gets a couple of unique IOs, and the other 3-4 are defense/resistance mixed. Fade and Soul absorption I keep loaded with as much recharge as I can before the ED cap. My priorities for each is recharge>defense>resistance for Fade, and recharge>regen>recover for Soul Absorption. But you should easily be able to hit 90s in at least two of those, and fairly high on the third with frankenslotting. YMMV of course, I'm running Elec/Dark controller so I have have some recovery from that and instead focus more on the regen in Soul Absorption.
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All good stuff here. I have a couple suggestions though. Three slotting Tar Patch is fine, but at 50+ just two slots with lvl 53-54 recharge IO's is sufficient. Same for Darkest Night, two level 53-54 +tohit debuff IOs will do you fine at 50+. I'm going to chime in on Howling Twilight definitely. People do use it that way, I would not recommend slotting for that. I've mostly seen it used as an AV -regen killer, so toward that I slot it with recharge and a single acc usually. I think it's fine to use as a mez in normal content, but I'd save it for rez/debuff in harder content. Shadowfall and Fade are fantastic. Both provide defense and resistance, and Fade provides something like 14-15% defense to all when slotted right. The combination of the two can net you around 20% defense to all, and 20% resistance or more to most. Darkness Affinity is an easy set to softcap defenses with, and have a very nice amount of resistance to combine with it. Do not skip the regen/recovery power you get. It's easily one of the better powers in the darkness set and will keep you in endurance and health by itself quite often. It does require you to be in melee range, but with this setup you should have no problems operating there.