Generator
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Tough is really only there for two reasons: 1) as a stepping stone to Weave, 2) to mule the second +3% Def IO. I was never really intending to run it as a toggle. I'll try and go over your other suggestions and see if anything works for what I'm doing. Thanks for the reply.
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Also worth noting is that many Fear powers also have a -Acc component to them, so any retaliatory fire will be debuffed.
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Question on KB->KD IO's and slotting for Knockdown IO's
Generator replied to SmalltalkJava's topic in General Discussion
That's never how KB works, sorry. Slotting for KB would increase the magnitude of the Knockback, sending the enemies further. However, using the KB > KD piece does remove that consideration. (Which does mean that the only reason you would slot for KB after having that piece in is to get set bonuses.) -
Hey folks, So I've been putting off planning out an IO build for my Tanker, but he's getting up into his 40s, time to quit stalling and get to it. This is the first draft. Anyone got any feedback? If at all possible I'd like to keep the powers I've chosen, but slotting and sets are absolutely open to discuss. Thanks! Generator Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Gatecrasher: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam(3), Ags-Psi/Status(5) Level 1: Jab -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(7), Hct-Dam%(9) Level 2: Punch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(9), SprMghoft-Acc/Dmg/Rchg(11), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(13), SprMghoft-Rchg/Res%(13) Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(29) Level 6: Fly -- Flight-I(A) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21) Level 10: Haymaker -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(21), TchofDth-Dmg/Rchg(23), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(25), TchofDth-Dam%(25) Level 12: Resist Physical Damage -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(27), RctArm-ResDam(27), StdPrt-ResDam/Def+(29) Level 14: Combat Jumping -- LucoftheG-Rchg+(A) Level 16: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-ResDam(31) Level 18: Invincibility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(33), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx(34) Level 20: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(34), RctArm-ResDam(34) Level 22: Taunt -- MckBrt-Taunt/Rchg(A) Level 24: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37) Level 26: Tough Hide -- Rct-ResDam%(A), LucoftheG-Def(39), LucoftheG-Rchg+(39) Level 28: Rage -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-Rchg(40) Level 30: Boxing -- Acc-I(A) Level 32: Tough -- GldArm-3defTpProc(A) Level 35: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(36), LucoftheG-Rchg+(40) Level 38: Foot Stomp -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(40), ScrDrv-Dmg/Rchg(42), ScrDrv-Acc/Rchg(42), ScrDrv-Acc/Dmg/EndRdx(42), ScrDrv-Dam%(43) Level 41: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(43), GssSynFr--ToHit/Rchg/EndRdx(43), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(45), GssSynFr--Build%(45) Level 44: Laser Beam Eyes -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Acc/Dmg/Rchg(46), Thn-Acc/Dmg/EndRdx(46) Level 47: Physical Perfection -- PrfShf-EndMod(A), PrfShf-End%(48) Level 49: Unstoppable -- ImpArm-ResDam/Rchg(A), ImpArm-ResPsi(50) Level 1: Brawl -- Acc(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(48) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(50), PrfShf-End%(50) 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 4: Ninja Run Level 50: Agility Core Paragon ------------
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Wait Just a Minute.... Somethin' Ain't Right Here...
Generator replied to _NOPE_'s topic in General Discussion
"You're just stalling now..." -
The level at which the powers are selected matters, but no, not the level at which the slots are added.
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The numbers are the levels at which the slots were added (Soul Drain above got its additional slots at 27 (2 of them) and 40). The "A" is the first slot the power came with. Don't know what the "A" stands for in this context, sorry.
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Wait Just a Minute.... Somethin' Ain't Right Here...
Generator replied to _NOPE_'s topic in General Discussion
@wjrasmussen had the right answer: skee-ball. If there was skee-ball most other activities would screech to a halt. -
Wait Just a Minute.... Somethin' Ain't Right Here...
Generator replied to _NOPE_'s topic in General Discussion
Hey man, you try saying no to Arbiter Fring. -
Remembered one of the things I hate about CoH... its RNG.
Generator replied to Jeuraud's topic in General Discussion
I'm neither telling you how to play the game, nor whether that's right or wrong. But if you're talking about attacks as number of rolls per hour, you can only run the clock on that hour when you're in combat. Time spent interacting with the Contact, traveling to and from, fiddling with Wentworth, or getting up and going to the kitchen for Oreos shouldn't factor into that. -
That's a good point. What if all sniper-class mobs out in zones (as opposed to in missions) used the GM code to always con yellow, the way the Supa Trolls do in Skyway?
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Remembered one of the things I hate about CoH... its RNG.
Generator replied to Jeuraud's topic in General Discussion
400 attacks an hour breaks down to only about 7 per minute. The only way you're not making that many to-hit checks is if you're playing one of those "pure support" nitwits that think attack powers are the work of the devil. /aside -
I'd have thought the fact that they were confused was proof they aren't Nemesis agents...
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Wait Just a Minute.... Somethin' Ain't Right Here...
Generator replied to _NOPE_'s topic in General Discussion
"Well I guess we're in for a long night 'cause I don't know ****." 😁 -
No kidding? Rogues of the world, get cracking! Thanks for that piece of news.
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Wait Just a Minute.... Somethin' Ain't Right Here...
Generator replied to _NOPE_'s topic in General Discussion
"Ma'am if you keep kicking the pins we're going to have to ask you to leave. No, it doesn't matter that you've put on the bowling shoes." -
How gimp is human-form blasting compared to Nova for PB?
Generator replied to Extor Prime's topic in Peacebringer & Warshade
I actually used that as the starting point for my new PB's build, so thanks. /hat_tip -
Hey there, So I only saw this today, here's a few answers. Hasten/Fighting/Leadership: all of this falls under the same general category for me. I can get by okay without it, so on my first run-through of a new build, I tend to skip it unless it's absolutely vital. Power Sink: without it, yes, endurance can get a little dodgy. All the usual end management tips apply (slot EndRdx, put all the usual special IOs in Health and Stamina, etc.), but to be honest, I resolved it by leveling up and getting Power SInk. 😁 Yes, Power Surge is the one that makes you look like the Cap au Diable Gremlins. Its usefulness depends on how you feel about T9s in general. If you feel like you're in a tough jam, especially if you're gonna face Toxic damage, this is probably your best bet. Fire this off, and you have three minutes to settle the bill. Once it's done, you count on the EMP to lock things down until you can recover. My thoughts so far are that she's a lot of fun. Ann plays differently from both my Elec^2 Blaster and Brute, and that's a good thing. She's a little stalled right now though, as I'm trying to push a few other characters up to 50 (including the aforementioned Blaster), but I have no doubt I'll get back to business with her sooner than later.
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Love the guide, but when I try to import the builds, I get a big nothing. What version are they from? Thanks, Generator
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When you've got this badge/contact unlocked, do you still have to do newspapers/scanners to get Mayhem/Safeguard missions, or will the contact just let you run these until your eyes bleed from the monotony of it?
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Hey there, I have a small point of curiosity. I'm on the verge of putting my PB character back into play. My characters tend to gather up set pieces verrrrrrry slowly. I start with Common IOs and fill in as opportunity permits. Any set pieces in this build that you consider to be "must-have"? Looking it over, the closest thing to that I see is probably the Steadfast -KB piece. Thanks again. Generator
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It's the only way to be sure... ;)
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That is a homecoming change, and yes, that's a big help.
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One of the things that always drove me NUTS on my old Rad^2 Corr was the toggles, how many you had and how you had to reapply so many of them all the time. As much as I always liked Choking Cloud, it was a pain to use. I think the transition to a Click power for the */Atomic version is a plus. I'm still a few levels away on my own Rad/Atomic (he's 30 as I type this) but I'm looking forward to trying out this power.
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Sunsette, Thanks so much for your feedback. Let me try and run the list, see if I can address/acknowledge a few points. - Slot to Health for Panacea: sounds good, I'll check it out. - Charged Bolts, I hadn't thought about that. A swap to the A/D/E/R piece sounds good, or if I need to grab a slot for other purposes I may leave that as Devastation 4-pc (unless I move Opportunity Strikes here, which I might). - Ball Lightning: good point on the sets, I'll definitely look at it for v2. (Side note: when you 5-pc Posi's, which piece do you skip? I vacillate between the proc and the Dmg/Range.) - Charged Shield: my intent had been to grab up the set bonuses in Numina's. End isn't really an issue, I use enough Power Sink to do right by my blue bar, so I don't think I need to put any EndMod pieces in here (I don't think I was even aware it can take EndMod enhancers). - On Energize, again, I was going for the set bonuses. I'll see how I feel about your approach, but if I don't do that, I might see if I can take DW up to 5 pieces for the +Recharge. - Gladiator's +3% I will find a place to stick that in. Haven't yet got my brain wrapped around the idea that PVP IOs are attainable. - For Aim, again, I was going for the +Dmg set bonus. It's not huge but every little bit helps. - Slotting Def in CJ, Stealth. Really? the base values always seemed a little too small to bother. Hell half the time I don't even run stealth in combat. Again, I'll take another look. - If you mean the standard FltSpd IOs in my passives (Swift and Lightning Reflexes), those are certainly replaceable, I hadn't actually looked at the flight speed tab in Pine's before you mentioned this. - Short Circuit: I will definitely look here if I need to cannibalize a few slots. Thanks so much for the feedback. It'll go a long way towards a v2 of this build. Much appreciated. Generator