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Hakarne

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Everything posted by Hakarne

  1. Hey Dixa, I appreciate all of your posts and it made me want to roll a demon/thermal so I could try something different from the thugs/traps and thugs/poison I had on live. How is the AoE on demons? My thugs could solo +4 AVs but if I tried to go x8 they'd get murdered from cascading defense failures. I like the idea of going resistance with the AoE heal on thermal as that was my main complaint with thugs - they were "tough" until an attack connected then they'd all drop. Can you roll things like +4/x8 with demons/thermal? Even if it's not the most efficient I'd like to know if they can handle that kind of pressure.
  2. Thanks, that's exactly what I was wondering. I just realized I had ageless set to debuff resistance instead of recovery which was just a theory I was kicking around for fortifying the defenses. TBH I was planning on seeing how my end issues were before deciding on which Ageless to grab so that's not really set in stone.
  3. It's at the theory craft stage but I've never been a huge cooldown junkie. I imagine to get it less janky I'm going to need a bunch of purple sets (read $$$). Is there a way to see the actual recharge for a power in Pines? I'm guessing it's only calculating the largest cooldown spike so I'm not getting an accurate picture.
  4. Sure, here's the build I came up with. Softcapped Melee (with Defensive Sweep) and Ranged defense, 74% S/L resist, 90%Energy resist, and at least 40% resists for everything else except Toxic. But iirc there's no non-positional toxic damage so your defenses should help fill that hole pretty well. Let me know what you think. No purples either so it's relatively cheap. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Malkarne: Level 50 Science Brute Primary Power Set: Titan Weapons Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Villain Profile: Level 1: Defensive Sweep -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(3), Erd-Acc/Dmg/EndRdx/Rchg(7), Erd-%Dam(13), LucoftheG-Rchg+(25), LucoftheG-Def(40) Level 1: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(46) Level 2: Crushing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(36) Level 4: Titan Sweep -- Erd-Acc/Dmg/Rchg(A), Erd-Dmg/Rchg(5), Erd-Acc/Dmg/EndRdx/Rchg(7), ExpStr-Dmg/KB(13), ExpStr-Acc/KB(17), ExpStr-Dam%(36) Level 6: Lightning Field -- Erd-Dmg(A), Erd-Acc/Rchg(37), Erd-Dmg/Rchg(39), Erd-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(40), Erd-%Dam(43) Level 8: Follow Through -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(34) Level 10: Static Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43), UnbGrd-Rchg/ResDam(45) Level 12: Conductive Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(43) Level 14: Build Momentum -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(15), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 16: Grounded -- GldArm-3defTpProc(A) Level 18: Rend Armor -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(19), Mk'Bit-Acc/EndRdx/Rchg(23), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(36) Level 20: Lightning Reflexes -- Run-I(A) Level 22: Combat Jumping -- LucoftheG-Rchg+(A) Level 24: Super Jump -- BlsoftheZ-ResKB(A) Level 26: Whirling Smash -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(27), ExpStr-Dmg/KB(29), ExpStr-Acc/KB(31), ExpStr-Dam%(37) Level 28: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(48) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Arc of Destruction -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), ExpStr-Dmg/KB(33), ExpStr-Acc/KB(34), ExpStr-Dam%(34) Level 35: Power Sink -- EffAdp-EndMod/Acc/Rchg(A) Level 38: Boxing -- Acc-I(A) Level 41: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(46) Level 44: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45) Level 47: Superior Conditioning -- EndMod-I(A) Level 49: Physical Perfection -- Pnc-Heal/+End(A) Level 1: Brawl -- Acc-I(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 -- Clr-Stlth(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Run-I(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21), PrfShf-EndMod/Rchg(21) Level 1: Momentum Level 50: Agility Partial Core Revamp Level 50: Ageless Radial Epiphany ------------ ------------ Set Bonus Totals: 16% DamageBuff(Smashing) 16% DamageBuff(Lethal) 16% DamageBuff(Fire) 16% DamageBuff(Cold) 16% DamageBuff(Energy) 16% DamageBuff(Negative) 16% DamageBuff(Toxic) 16% DamageBuff(Psionic) 21% Defense(Melee) 13.5% Defense(Smashing) 13.5% Defense(Lethal) 8.81% Defense(Fire) 8.81% Defense(Cold) 33.19% Defense(Energy) 33.19% Defense(Negative) 6% Defense(Psionic) 36.94% Defense(Ranged) 11.63% Defense(AoE) 9% Max End 6% Enhancement(Heal) 10% Enhancement(Max EnduranceDiscount) 22.5% Enhancement(RechargeTime) 15% SpeedFlying 331.7 HP (22.13%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 47.5% MezResist(Held) 47.5% MezResist(Immobilized) 47.5% MezResist(Sleep) 47.5% MezResist(Stunned) 47.5% MezResist(Terrorized) 47.5% 2.5% (0.04 End/sec) Recovery 44% (2.75 HP/sec) Regeneration 15% Resistance(Smashing) 15% Resistance(Lethal) 9% Resistance(Energy) 9% Resistance(Negative) 4.5% Resistance(Toxic) 4.5% Resistance(Psionic) 15% SpeedRunning ------------ Set Bonuses: Eradication (Defensive Sweep) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) 33.73 HP (2.25%) HitPoints Luck of the Gambler (Defensive Sweep) 10% (0.62 HP/sec) Regeneration 7.5% Enhancement(RechargeTime) Steadfast Protection (Charged Armor) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Unbreakable Guard (Charged Armor) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 112.4 HP (7.5%) HitPoints Mako's Bite (Crushing Blow) 1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3% DamageBuff(All) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Eradication (Titan Sweep) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) Explosive Strike (Titan Sweep) 1.5% DamageBuff(All) 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative) Eradication (Lightning Field) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) 33.73 HP (2.25%) HitPoints 12% (0.75 HP/sec) Regeneration 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) Mako's Bite (Follow Through) 1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3% DamageBuff(All) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Unbreakable Guard (Static Shield) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Unbreakable Guard (Conductive Shield) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Gaussian's Synchronized Fire-Control (Build Momentum) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 28.11 HP (1.88%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Gladiator's Armor (Grounded) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Mako's Bite (Rend Armor) 1.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.49 HP (1.5%) HitPoints 3% DamageBuff(All) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Luck of the Gambler (Combat Jumping) 7.5% Enhancement(RechargeTime) Blessing of the Zephyr (Super Jump) Knockback (Mag -4), Knockup (Mag -4) Eradication (Whirling Smash) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) Explosive Strike (Whirling Smash) 1.5% DamageBuff(All) 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative) Numina's Convalesence (Energize) 12% (0.75 HP/sec) Regeneration 28.11 HP (1.88%) HitPoints 6% Enhancement(Heal) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Eradication (Arc of Destruction) 1.8% Max End 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged) Explosive Strike (Arc of Destruction) 1.5% DamageBuff(All) 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative) Unbreakable Guard (Tough) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) Luck of the Gambler (Weave) 10% (0.62 HP/sec) Regeneration 7.5% Enhancement(RechargeTime) Performance Shifter (Stamina) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 28.11 HP (1.88%) HitPoints | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1513;704;1408;HEX;| |78DA65944B4F135114C7EFB4534B4B9147694BA140CBABA5B40355F746058C86262| |8A8CBA6A9973252A764668CB0F40BB8D085EEE5E9C24F64E25A5EA2D1A0ABF130E7| |4F694A93CE6FE6DCF3F89F7BEE4C716336F4E5FE9BDB4269BF572B5B56E9AEF9CA9| |6FEA58A2E8D8AF40A21DA8AE5DA5AD934A49F1EE2EE72A9286B526ACBBA5D364ACF| |6479BD6E58095E99952BD2B0A436579315DBD42BA53BE6CBBAD9FDC05895A6346CE| |DE226B458AFD7B4058AD58D6AD07D585A97F279877B3BAF57576D5A08E1C936A465| |C5E7D6F58A366748B3BA592A962D5B9A9B2CB78F9465E87F10A58BA2D0C5F189EF1| |E210655E139625E3B66864E987D11F22BA822DDCBFC24CE63CF2F8E2A620AFBFCF1| |BA6B13BF99937F99F97FCCC32842A89EB2424853BDAA70D7D45566506776BD608EA| |E318F28D68B582F34AA872D5A5F13C314BBC11CDD646E51948FB5FA7CE873EC8039| |811C69E44C2357167D9F505D3FEAFAA1B90D9ADB5A345F87E61434EF10025CD71BC| 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  5. Thanks for the feedback. To clarify, was that IO'D out? I'm a bit surprised to hear that Ele has weak up front mitigation, as I found it pretty easy to get great resists to s/l/e and decent to everything except toxic, with soft-capped range and melee defense. But I know Mids numbers are one thing and play experience is another so I'll keep that in mind.
  6. I'm torn between TW/Ele and Fire/Shield but I'm strongly leaning towards TW. Does anyone have feedback on how they play at 50? I got a SS/Bio to 50 and hated the Rage crash so he got sidelined - I'm hoping to avoid that again! Specifically I'd like to know how you find them for solo in difficult content (+4/x8, AVS, etc). I have a controller for grouping so this would be more of a solo character. Also, is Power Surge worth taking/slotting? I dislike those "super strong then you die" powers but maybe I'm being too harsh on it because of Rage. :)
  7. Hey a Plant/Storm thread. I'll join the party! Here's my build with a video of it clearing a pack of +4/x8 in under 30 seconds with 2 bosses. Softcapped range defense, good all-around resists, and perma Carrion Creepers (thanks to Recharge Proc in Lightning Storm). Build is in the description: Also thanks Ringo, your info on Plant/Storm in some of the other threads is what made me roll one and it's now my favorite character of all time in COH (replacing my IO'd out Thugs/Traps MM from live). Thanks for the GREAT info!
  8. Related question: Does the Force Feedback recharge proc work for you in Carrion Creepers? Or does the recharge only apply to the creeper vines (and is thus useless)? Anyone able to test?
  9. So I've been seeing some conflicting opinions and was hoping to get some clarification. I know the accepted advice has generally been to load a bunch of procs into your AoEs. However, there was also apparently a change made regarding procs per minute that may make that not as efficient for damage. So my question: How/what should I slot procs in for damage? Is there still a benefit to having multiple procs in the same power or do they all share space in the PPM calculation? Are there some powers that are better than others for slotting procs? For example, my Plant/storm has procs loaded in Freezing Rain and Roots. Would I be better off moving the procs, say from Roots to Carrion Creepers? Thanks for any help!
  10. I wouldn't complain if it was implemented that way. But when it comes down to it... what's the big deal? If you want to do it properly at level you can still do it in Ouro. For people who want to play their 50s in the actual zones they'd be able to do that too. I suppose you could also make the argument that people might farm the simpler mobs that are up leveled to 50. And again... So what? People already farm the hell out of simple missions in both AE and the over world. Hell, this could at least get some people out of AE to play on mission maps! I'm sure people would still run PI and other max zones for badges and varied mobs. But again this would spread people out and give more options at end game. You'd also have a reason to hang out in the older zones at level 50 which would be nice.
  11. That's definitely a valid point, but I don't think it'd be that terrible. Wouldn't it be fun to kill level 50 skulls sometime? ;D Or maybe a simpler change would be to make it so that when you complete the Ouro arc you keep the relationship level with the contact. At least then it'd make it feel somewhat more integrated into the game, as you'd have a permanent change in the zone after you're done in Ouro.
  12. And let them give missions at max level! Right now, max level mission runners are clustered in Grandville or PI. I know you can use Ouro but that doesn't really flow all that well either. It also doesn't feel like you're actually doing the story arc with the contact because the relationship progress doesn't carry over when you finish (minor I know). This would spread the player base out to more zones, allow you to get contacts in and experience zones you may have out-leveled, and I really think it would overall make the game feel more cohesive and give a blast of "open-world" content in every zone. I want to have a reason to hang out in Kings Row! Or experience the Faultline story in the zone if I leveled elsewhere. And have contacts in every zone so it really feels like you're making a difference and becoming more renowned, not just running missions selected from a menu in Ouro. I'm not sure how feasible this is, but it would be nice! As always, thanks for all the great work you're already doing!
  13. I posted this in an announcement thread but thought maybe this would be a better spot. Would it be possible to allow us to save a local copy of our characters from homecoming servers? I understand that you probably don't want people uploading offline characters to your servers, but it would be nice to have a back-up in case the worst happens and the servers go down. We've already lost our characters once in the apocalypse, it'd be nice to have some piece of mind that they can't be completely lost again! At least then we could always have our characters for offline/local servers no matter what happens. Oh and thanks again for everything you're doing, Devs! You are all awesome for allowing us to enjoy CoH again.
  14. First, thanks so much for everything you guys have done. It's been a great surprise getting to play this again. Once you find a legally viable way to solicit donations I (and I'm sure many others) would be happy to help offset what is probably a massive cost to keep all of these servers running. Second, would it be possible to allow us to save a local copy of our characters from homecoming servers? I understand that you probably don't want people uploading offline characters to your servers, but it would be nice to have a back-up in case the worst happens and the servers go down. We've already lost our characters once in the apocalypse, it'd be nice to have some piece of mind that they can't be completely lost again!
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