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Everything posted by MunkiLord
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No. Waiting on Tanks to herd is a waste of time and boring. If I'm the leader, that Tank either gets ignored or kicked(if they are whining a lot). If the Tank is the leader, I leave the team. If neither of us is leader, I ignore the tank and leave the team if the leader says to wait on herding. edit: This is in general, specific circumstances may cause me to reconsider on a temporary basis
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Typo or they felt like it.
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Addressing the Tanker Brute Connundrum.
MunkiLord replied to Profit's topic in Suggestions & Feedback
It would! I would be an insult that a Tank is trying to do MY damage. So that means I would have to push harder and shoot more things faster to heal my wounded ego. Delicious chaos. -
Addressing the Tanker Brute Connundrum.
MunkiLord replied to Profit's topic in Suggestions & Feedback
I don't see why Blasters would care about this. This will have little to no impact on Blasters. Maybe I'll get a little less aggro, but I don't see any other impact. -
Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
I don't think making Active Defenses a toggle is an improvement and nothing presented so far has convinced me otherwise. Quite the opposite actually, upon my own further reflection and the points presented by other people, I am now very much against the proposed change. I get that other people have different preferences, but I disagree. Also, being against this particular suggestion is not the same as believing these defensive sets need no improvement. This is a misleading question. -
It may not be fixable, could be a limitation of CoH.
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Try going straight into keybinds.txt in your City of Heroes folder. Sometimes I find that easier than messing with the chatbox or in game settings.
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Have you tried mwheeldown and mwheelup?
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So when completing a DA arc everyone on the team for last mission will get the Incarnate Salvage/Emp Merit choice. But if you are doing the leader's mission and you complete your final mission in the arc, you do not get double end of arc Incarnate rewards. Tested this a few weeks ago.
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Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
This makes sense, I didn't even consider builds not min/maxed when I asked my question. -
Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
But why? Doesn't SR already cap DDR? -
To add to this, if it's one of the AV missions for Tina or Maria Jenkins, you will not get credit for defeating that AV for progress towards the Dimensional Warder badge if you auto complete it.
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Born in Battle --- 500k Damage badge plz
MunkiLord replied to RubberDougie's topic in Suggestions & Feedback
For badges like debt and damage received I'm not in favor of lowering the time it takes to get them. If they were tied to level and therefore the number was lower for lower levels, that sounds reasonable. I'm not much of a badge person, but I do enjoy when I get the ones that involve me face planting or getting hit. That being said, if they were changed so they were achieved quicker, I wouldn't throw a fit or anything. -
Lightning Rod and Shield Charge don't crit. Not sure about Chain Induction. Assuming I remember, I can test this easily enough this evening when I get home.
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This is my understanding of Hybrid as well. If a particular character has a ton of AoE then Assault Core could possibly pull ahead in some situations as it has a chance to stack with every target. Here is a link to an excellent thread with an extremely helpful spreadsheet:
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Hmmmmm, this is interesting. I wonder if an Ice/Fire Blaster could do this. This may be my next project.
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Recipe storage in SG bases
MunkiLord replied to Night at the Opera's topic in Suggestions & Feedback
I'm not understanding why this is a concern. If somebody didn't want more storage eating into their item cap, couldn't they simply not add those new storage items to their base? -
Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
I disagree here. A min/maxed will almost always have enough recharge to solve this issue without devoting any resources to it whatsoever other than the base slot. Depending on the amount of recharge that slot may still be a recharge reduction, but in many cases that won't even be necessary and one could instead just use and endurance reduction enhancement. Basically in a min/maxed build this is an issue that is solved all on its own. I have no problem with the recharge being shorter, or the effects lasting longer, so long as the overall end cost doesn't raise sharply as a result. SR and Shield have better DDR than other sets(Invul may get close to Shield), and they have the easiest time soft capping their defenses, so they have their own advantages. Plus Shield gets AAO and Shield Charge, so once could make the argument these are intentional trade offs. Especially with a set like Shield that was added years after the game started and SR had click mez protection for a long time already. -
Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
You haven't provided a compelling reason to change it. Many of us like it as is, and if people are going to support such a change, they will need to be convinced. And another person not liking something is not a compelling reason to change it to people that do like that something. -
Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
You haven't given people that prefer it as a click any compelling reason for it to change. Every issue you have described we have all said how we approach it and many of us like it as is. What reason do we have to support such a change? -
Shield Defense's "Active Defense"
MunkiLord replied to StrykerGaming's topic in Suggestions & Feedback
In most cases you're going to do less damage with DM/WP than you are DM/SR. SR gives you all those spots for Luck recharge and easily attained softcapping. Plus all that recharge means the click mez protection is not only perma, but stacks. Compared to most sets, it's ridiculously easy to get DM's ideal chain and perma hasten with SR. And if you just strongly hate the idea of click mez protection, so be it. But changing from DM/SR to DM/WP is a very inefficient way to focus on DPS. DM/SR is easy mode for dealing good damage. Edit: Since you mentioned min maxing earlier in the thread and how you do that while taking Acrobatics. Simple, you don't take that power. In a min max build for SR or SD, that's a poor choice. -
Pretty sure those are in seconds, he messaged me earlier to share them with me.
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Destiny I'd choose whatever your build needs the most, I use it to plug holes. That being said, the one that offers recharge and recovery is my overwhelming pick. Radial assault does indeed ignore damage cap since it's a proc. But unless you find yourself at or near the damage cap a lot, Core is generally the better pick for Scrappers because of their higher base damage.
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Load Screen: Would like to permanently select 64-bit CoH
MunkiLord replied to Vorlonagent's topic in Suggestions & Feedback
This -
Here is the build for the person that solo'd a Master ITF at +4x8. Fire resist is lower than ideal for a farm, but everything else is there. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Ring of Fire -- HO:Nucle(A) Level 2: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(11) Level 4: Combustion -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(13), Erd-Dmg(13), Erd-Acc/Rchg(15), Erd-%Dam(15), Erd-Dmg/Rchg(33) Level 6: Aim -- GssSynFr--Build%(A), RechRdx-I(21), RechRdx-I(50) Level 8: Freeze Ray -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 10: Fire Sword Circle -- Obl-Dmg(A), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(21) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(46) Level 16: Build Up -- RechRdx-I(A), RechRdx-I(33) Level 18: Bitter Ice Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(27) Level 20: Cauterizing Aura -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(29), Pnc-Heal(29), Pnc-Heal/+End(31) Level 22: Ice Storm -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx(48), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(50), SprDfnBrr-Rchg/+Status Protect(50) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), Ags-ResDam/EndRdx(45), Ags-ResDam(46), Ags-ResDam/EndRdx/Rchg(46) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Blizzard -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(36) Level 35: Burn -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(37), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 38: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(42) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Radial Paragon ------------