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Tath99

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Everything posted by Tath99

  1. In my opinion: As the last power pick in Devices [Gun Drone] should stand out more: - Increase its HP and resistances noticeably. - Keep its Taunt effect. - Increase its rate of fire slightly. - Consider changing its attack from being a [Burst] to a [Buckshot]. Changing its attack to [Buckshot] might allow for an interesting area of denial device akin to a damaging repulsion field. Think: Taunt, Knockback, Taunt, Knockback.
  2. Latency needs to be explained further: Your connection between your PC, your ISP and the game server is served by a network of routers. These are effectively "hops" between you and your intended destination. Too many hops can result in a naturally slow, but performing correctly connection. You might also suffer from these router hops performing poorly. i.e. dropped packets and router hops timing out due to a hardware fault. Use ping *and* tracert to see if there are any issues. Theoretically, there might be a problematic hop effecting COH playerbase. Theoretically this could be identified by someone knowledgeable within Titan Network team, its ownership determined and reported in hope of getting a fix.
  3. Hi All. I have long had a thought in my head to create a Fear focused tank. The obvious contender for this is Dark Armour. In addition there are the Fear powers from the Presence pool, of [Intimidate] and [Invoke Panic] from the Presence Pool. I would welcome the thoughts of fellow players / theorycrafters on how such a concept might be best / most interestingly served. I have it in my mind, that the Hero might for example be an Invulnerability / Superstrength or Radiation / Superstrength Tank: where the Fear effect takes the place of a damage aura (i.e. no damage aura in primary build) keeping the foes huddled close to power the likes of [Invincibility] allowing enemies to be defeated one by one. Perhaps making for a tank which is competent solo. I would welcome the thoughts of fellow Tank enthusiasts. How would you go about fulfilling the concept?
  4. Hi All. My first ever Tank creation on Live was a concept Fire / SS tanker. This concept leant more towards Super-Strength than Fire, ideally being sans (French: without) [Burn]. I have made a gallant (though perhaps misguided) attempt to throw something survivable together in Mids. I would welcome any feedback on said build. The primary aim of the build is survivability. The secondary aim is strong Super-strength / Fighting Pool fisticuffs. Questions: Will the build be able to defeat / contribute to defeat of opponents in a timely manner? Will the build be susceptible to slows / -recharge, despite [Temperature Protection]? i.e. Would you recommend swapping [Kick] for [Hasten]? Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Fires of Oblivion: Level 50 Science Tanker Primary Power Set: Fiery Aura Secondary Power Set: Super Strength Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Blazing Aura (A) Superior Might of the Tanker - Accuracy/Damage (3) Superior Might of the Tanker - Damage/Recharge (3) Superior Might of the Tanker - Accuracy/Damage/Recharge (5) Superior Might of the Tanker - Damage/Endurance/Recharge (5) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (7) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 1: Jab (A) Focused Smite - Accuracy/Damage (43) Focused Smite - Damage/Endurance (43) Focused Smite - Damage/Recharge (45) Focused Smite - Accuracy/Damage/Recharge Level 2: Fire Shield (A) Unbreakable Guard - Resistance (7) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - Endurance/RechargeTime (9) Unbreakable Guard - RechargeTime/Resistance (11) Unbreakable Guard - Resistance/Endurance/RechargeTime (11) Unbreakable Guard - +Max HP Level 4: Healing Flames (A) Preventive Medicine - Heal (15) Preventive Medicine - Heal/Endurance (15) Preventive Medicine - Endurance/RechargeTime (17) Preventive Medicine - Heal/RechargeTime (17) Preventive Medicine - Heal/RechargeTime/Endurance (19) Preventive Medicine - Chance for +Absorb Level 6: Punch (A) Focused Smite - Accuracy/Damage (45) Focused Smite - Damage/Endurance (46) Focused Smite - Damage/Recharge (46) Focused Smite - Accuracy/Damage/Recharge Level 8: Haymaker (A) Gladiator's Strike - Accuracy/Damage (29) Gladiator's Strike - Damage/Recharge (29) Gladiator's Strike - Damage/Endurance/Recharge (31) Gladiator's Strike - Accuracy/Endurance/Recharge (31) Gladiator's Strike - Accuracy/Damage/End/Rech Level 10: Temperature Protection (A) Steadfast Protection - Resistance/+Def 3% (31) Steadfast Protection - Knockback Protection Level 12: Consume (A) Performance Shifter - EndMod (23) Performance Shifter - EndMod/Recharge (23) Performance Shifter - EndMod/Accuracy Level 14: Plasma Shield (A) Unbreakable Guard - Resistance (19) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - Endurance/RechargeTime (21) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 16: Taunt (A) Mocking Beratement - Taunt (34) Mocking Beratement - Taunt/Recharge (34) Mocking Beratement - Taunt/Recharge/Range (34) Mocking Beratement - Recharge Level 18: Hand Clap (A) Razzle Dazzle - Accuracy/Recharge (46) Razzle Dazzle - Endurance/Stun (50) Razzle Dazzle - Accuracy/Endurance (50) Razzle Dazzle - Stun/Range (50) Razzle Dazzle - Chance of Immobilize Level 20: Knockout Blow (A) Superior Gauntleted Fist - Accuracy/Damage (25) Superior Gauntleted Fist - Damage/RechargeTime (25) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (27) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (27) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (37) Superior Gauntleted Fist - RechargeTime/+Absorb Level 22: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Super Jump (A) Endurance Reduction IO Level 26: Acrobatics (A) Endurance Reduction IO Level 28: Rage (A) Gaussian's Synchronized Fire-Control - To Hit Buff (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (43) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Boxing (A) Accuracy IO Level 32: Tough (A) Unbreakable Guard - Resistance (33) Unbreakable Guard - Resistance/Endurance (33) Unbreakable Guard - Endurance/RechargeTime (33) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 35: Cross Punch (A) Obliteration - Damage (36) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (36) Obliteration - Accuracy/Damage/Recharge (37) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 38: Foot Stomp (A) Armageddon - Damage (39) Armageddon - Damage/Recharge (39) Armageddon - Accuracy/Damage/Recharge (39) Armageddon - Accuracy/Recharge (40) Armageddon - Damage/Endurance (40) Armageddon - Chance for Fire Damage Level 41: Conserve Power (A) Endurance Reduction IO Level 44: Physical Perfection (A) Performance Shifter - EndMod (45) Performance Shifter - EndMod/Recharge Level 47: Hurl (A) Maelstrom's Fury - Accuracy/Damage (48) Maelstrom's Fury - Damage/Endurance (48) Maelstrom's Fury - Damage/Recharge (48) Maelstrom's Fury - Damage/Endurance/Recharge Level 49: Kick (A) Accuracy IO Level 1: Brawl (A) Accuracy IO Level 1: Gauntlet Level 1: Prestige Power Dash
  5. I would advise treating Defender nukes as an extension of their attack chain rather than an out and out finisher, as on a Blaster. This is even more evident when you consider the secondary effects of said Defender nukes are so strong. A well-timed Blackstar might turn around a fight mid-encounter. You have greater strategic scope as to when to use it.
  6. It has been a long standing desire of mine to create a Storm Defender. Unfortunately, I have always struggled in my skill at building and playing such, balancing its offence vs defence. No matter what secondary I pair with Storm, it never seems to have the offence / manoeuvrability to protect itself and defeat foes in a timely manner. I have put together the following build. I would welcome thoughts on its viability. The intention is Ranged Defence + Recharge + Resistances. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sorcerer A: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Ice Blast Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Gale (A) Accuracy IO Level 1: Ice Bolt (A) Superior Defender's Bastion - Accuracy/Damage (11) Superior Defender's Bastion - Damage/Recharge (13) Superior Defender's Bastion - Damage/Endurance/Recharge (13) Superior Defender's Bastion - Accuracy/Damage/Endurance (40) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge (42) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal Level 2: Ice Blast (A) Thunderstrike - Accuracy/Damage (5) Thunderstrike - Damage/Endurance (5) Thunderstrike - Damage/Recharge (7) Thunderstrike - Accuracy/Damage/Recharge (7) Thunderstrike - Accuracy/Damage/Endurance (9) Thunderstrike - Damage/Endurance/Recharge Level 4: Snow Storm (A) Pacing of the Turtle - Accuracy/Slow (9) Pacing of the Turtle - Damage/Slow (15) Pacing of the Turtle - Endurance/Recharge/Slow (40) Pacing of the Turtle - Chance of -Recharge (45) Pacing of the Turtle - Accuracy/Endurance (50) Pacing of the Turtle - Range/Slow Level 6: Mystic Flight (A) Endurance Reduction IO Level 8: Steamy Mist (A) Steadfast Protection - Knockback Protection (46) Steadfast Protection - Resistance/Endurance (48) Steadfast Protection - Resistance/+Def 3% Level 10: Freezing Rain (A) Endurance Reduction IO (11) Endurance Reduction IO Level 12: Spirit Ward (A) Healing IO Level 14: Hurricane (A) Dark Watcher's Despair - To Hit Debuff (15) Dark Watcher's Despair - To Hit Debuff/Recharge (40) Endurance Reduction IO Level 16: Freeze Ray (A) Lockdown - Accuracy/Hold (17) Lockdown - Accuracy/Recharge (17) Lockdown - Recharge/Hold (19) Lockdown - Endurance/Recharge/Hold (19) Lockdown - Accuracy/Endurance/Recharge/Hold (21) Lockdown - Chance for +2 Mag Hold Level 18: Thunder Clap (A) Stupefy - Accuracy/Recharge (43) Stupefy - Endurance/Stun (43) Stupefy - Accuracy/Endurance (43) Stupefy - Stun/Range (45) Stupefy - Accuracy/Stun/Recharge (45) Stupefy - Chance of Knockback Level 20: Maneuvers (A) Red Fortune - Defense/Endurance (21) Red Fortune - Defense/Recharge (23) Red Fortune - Endurance/Recharge (23) Red Fortune - Defense/Endurance/Recharge (25) Red Fortune - Defense (25) Red Fortune - Endurance Level 22: Assault (A) Endurance Reduction IO Level 24: Victory Rush (A) Endurance Modification IO Level 26: Tornado (A) Damage Increase IO (27) Damage Increase IO (27) Defense Debuff IO (29) Defense Debuff IO (29) Recharge Reduction IO (31) Sudden Acceleration - Knockback to Knockdown Level 28: Bitter Ice Blast (A) Superior Vigilant Assault - Accuracy/Damage (31) Superior Vigilant Assault - Damage/RechargeTime (31) Superior Vigilant Assault - Damage/Endurance/RechargeTime (34) Superior Vigilant Assault - Accuracy/Damage/Endurance (37) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime (39) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb Level 30: Rune of Protection (A) Gladiator's Armor - TP Protection +3% Def (All) Level 32: Lightning Storm (A) Thunderstrike - Accuracy/Damage (33) Thunderstrike - Damage/Endurance (33) Thunderstrike - Damage/Recharge (33) Thunderstrike - Accuracy/Damage/Recharge (34) Thunderstrike - Accuracy/Damage/Endurance (34) Thunderstrike - Damage/Endurance/Recharge Level 35: Bitter Freeze Ray (A) Thunderstrike - Accuracy/Damage (36) Thunderstrike - Damage/Endurance (36) Thunderstrike - Damage/Recharge (36) Thunderstrike - Accuracy/Damage/Recharge (37) Thunderstrike - Accuracy/Damage/Endurance (37) Thunderstrike - Damage/Endurance/Recharge Level 38: Blizzard (A) Ragnarok - Damage (39) Ragnarok - Damage/Recharge (39) Ragnarok - Accuracy/Damage/Recharge (46) Ragnarok - Accuracy/Recharge (46) Ragnarok - Damage/Endurance (48) Ragnarok - Chance for Knockdown Level 41: Charged Armor (A) Unbreakable Guard - Resistance (42) Unbreakable Guard - Resistance/Endurance (42) Unbreakable Guard - RechargeTime/Resistance Level 44: Thunder Strike (A) Accuracy IO Level 47: Power Sink (A) Endurance Modification IO (48) Endurance Modification IO Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 1: Vigilance Level 2: Rest
  7. Beam Rifle - sounds like someone is murdering a guitar chord. Peacebringer Attacks - The background whine that never quite goes away. Electricity Control - A dull drone signifying effort, whilst delivering no significant damage.
  8. Windows 10 Home Setup Installer Windows System Defender still throws up a warning but can be bypassed. I previously tried installing in a different directory on C:\ drive. Installing to default suggested drive location seems to have resolved my issue.
  9. Hi. One of my original characters on live was an Electric/Electric/Electric Blaster. It was pre-IO's and swung between a lot of fun and frustration, easily drawing a huge amount of aggro for letting loose with its capabilities. I would offer the following advice:- Hover is your friend. Hover out of range to blast safely. Hover over their heads to melee and AOE - and if necessary fly upwards and away to escape. I would suggest a good proportion of melee defence (if you can slot a reasonable amount of it) and some ranged defence is going to be your friend. The END drain capabilities of an Elec/Elec/Elec blaster (are / used to be) a smidgin' short of usefulness as you levelled. There are ranged attack IO's that offer extra end drain that might be useful? (Recommended reading for Def advice: Defence Guide ) It was my own past experience that Elec/Elec/Elec Blasters are poor soloers, leaning more towards team-play. Times may have changed. The issue is getting into and surviving and escaping the point blank range of some of the sets capabilities. Stealth and Phaseshift escapes and Placates might be an alternative means to achieve this. (A good survivability test for an Electricity Blaster -- can you street sweep in the zones like Perez Park, Boomtown, etc.)
  10. I'm just curious: What about Knock-Up? What makes up, up? (I understand Knock-Up to be a separate coded effect than knockback(?)) What about game-world gravity / falling code? Could an NPC be coded to 'fall' in a specific direction for X amount of time?
  11. I cannot save any files or changes when using this program. I cannot rename an opened file as a new name, the 'new name does not exist'. This may well be a file permission issue rather than a bug, regardless please advise - and maybe add advice to general FAQ as to how such an issue might be overcome?
  12. Hello All, A friend and I created (some time ago) a Force Fielder Defender duo on Reunion (FF/Dark & FF/Energy). These were created for fun, but also as an experiment into survivability & durability vs harder content. Just to see what difficulty settings were a challenge and which foes we could overcome. These creations are now level 50. Unsurprisingly as a buff set duo the survivability is excellent (helped in no small part by Dark Blast). However, lacking debuffs, the duo struggles to overcome the greatest of foes -- Arch-Villains. I therefore need your advice and opinions:- To defeat AV's, what combination of Incarnate Interface powers do you suggest? We are currently both fitted for Diamagnetic to apply -regen. Is it overkill to both have the same? To defeat AV's, will fitting -res proc IO's into AOE's make a noticeable difference? Are we facing an inevitable 'glass-ceiling' (as this duo) through which we won't be able to punch through? The duo are a very potent partnership, are a lot of fun to play, fighting and defeating foes far greater than we originally envisaged. I heartily recommend Defender-Duos to other players, who like to play with family or a friend. P.S. In addition to your advice on the above, I would love to hear your thoughts on other Defender duo experiences / recommended powerset combinations. -- Tath99
  13. There are some very interesting ideas in the last few pages of this thread. I would like to add the following train of thought: 1) If you squint and consider the ideals of a Force Fielder in the comics, they often draw very close to the COH concept of the Tanker archetype. The Force Fielder takes a considerable amount of punishment to protect the innocent / themselves / the team. It would be very interesting if any reconsiderations gave a nod to this. 2) The Force Field powerset suffers from a dearth of opportunities for IO sets and slotting. Numerous powers do not take IO's nor offer any benefit for deeply investing in slots or sets. I would strongly suggest therefore, any proposed changes consider what IO sets might go where, and how diversity might be created in Force Field defenders. With the above in mind, is there perhaps scope for Taunt effects to be added to Force Field defenders powers? Is there scope for a Force Field defender to be in the unique position to act as a bridge between the Defender & Tanker classes - acting as an Off-Tank? Consider: Force Bolt - Add a Taunt effect. Add the capacity to add a Taunt IO set. Force Bubble - Add a Taunt effect. Add the capacity to add a Taunt IO set. Detention Field - Add a Taunt effect. Add the capacity to add a Taunt IO set. All of a sudden a FF defender / user is in the unique position of 'rolling the dice'. They can choose to slot their powers for taunt effectiveness and play a defence / risk strategy of taunting enemies into testing their own force field creations. This would have the additional benefit of rounding out Force Field Masterminds giving them added capacity to draw attention away from team-mates and minions. Controllers too might benefit from broadening their role. As a caveat, I would also suggest each AT might have a different base Taunt value to their powers. I would also suggest the base value should be weak enough that the average Tank would be able to overstep such a Taunt value -- unless the FF user went out of their way and slotted for Taunt / applied multiple applications of Taunting powers.
  14. I don't believe you are doing anything wrong in a TF or team situation led by a dominant tank. Patience is required to allow the tank to herd groups together. That said, once the tank has herded into one place, there may well be a situation where he has pulled more than he can hit and maintain aggro upon. This is where any Controller can shine. You can lock down the main group of minions around the tank. You can lock down threats close to the tank like lieutenants or bosses which might be in danger of hitting him too hard. You can look for stragglers, especially those threatening yourself or other squishy team-mates. Switch to using your secondary powers. Gravity/Time is an excellent combination for controlling locations of your choice and playing in a style of your choice. Tank players can sometimes be overconfident / too driven towards mission efficiency. Be the hero/player to respond to any threat that arises when that overconfidence strikes.
  15. Can you clarify what you mean by "disrupt what the tank is doing"? On the surface, it sounds like there is a miscommunication in playstyles between you and the tank. Was the Tank trying to pull several mobs groups into one big herd?
  16. I play and have played in the past, an AR/Devices and have played a little of Beam Rifle. Assault Rifle excels at controlling the battlefield when combined with Devices and specifically Caltrops, standing off from enemies and mowing them down. I would argue it is more a minion killer than a boss killer. Dual Pistols is more skilled at being "in the thick of things" -- so on one level, what mindset do you have? Is your character concept gung-ho or methodical? Also, don't overlook Smoke Grenade, both as a power, and for concept. It is a considerable perception and accuracy debuff (which if I recall correctly) can be made to stack. A military or spy concept fits the bill here.
  17. I would offer the following possible solutions for survivability on the somewhat fragile Fire Tank: * Take the Fighting Pool for Tough & Weave. * Embrace your Inner Fire Tank & Resurrect yourself on defeat with Rise of the Phoenix. * Look for IO's that offer +heal on power use. There is nothing wrong per se with taking Aid Self, if it fits your RP / character design / and you want to duck around a corner to use it.
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