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Burnt Toast

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Everything posted by Burnt Toast

  1. I have actually done some tweaking to my build. I now have the entire set of Malice of the Corruptor as well as enough Catalyst to make them superior. I also have the Overwhelming Force/Damage Knockdown enhancement so I wanted to take advantage of that. So what does this build offer? Permanent: Hasten, Power Build Up, Farsight, and...Chrono Shift. Soft capped defense to every type of damage and position of damage. End use of 1.1 and end recovery of 4.1 with a max endurance of 106.8 ToHit bonus of 59.2% on top of the accuracy bonus of 27%. It also has a small (10.5%) damage bonus. Once I have tier 3 Clarion I will also have perma mez protection. This build is slightly better than the one I actually had on live and is the final build I will be doing for this character :) Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Burnt Reynolds: Level 50 Mutation Corruptor Primary Power Set: Fire Blast Secondary Power Set: Time Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Power Mastery Hero Profile: Level 1: Flares -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(36), Dcm-Dmg/Rchg(45), Dcm-Acc/EndRdx/Rchg(46), Dcm-Acc/Dmg/Rchg(46) Level 1: Time Crawl -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(46) Level 2: Temporal Mending -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(25), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Heal(36), DctWnd-EndRdx/Rchg(43) Level 4: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(40), Dcm-Acc/Dmg/Rchg(40) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), Krm-ResKB(7), UnbLea-Stlth(9), LucoftheG-Def(42) Level 8: Super Speed -- Qck-EndRdx/RunSpd(A) Level 10: Rain of Fire -- OvrFrc-Dam/KB(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(11), PstBls-Acc/Dmg(19), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37) Level 12: Aim -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit/Rchg/EndRdx(13), GssSynFr--ToHit/Rchg(13), GssSynFr--ToHit(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(37) Level 14: Fire Ball -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(15), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17) Level 16: Distortion Field -- TmpRdn-EndRdx/Rchg/Slow(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(34) Level 22: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(23), RedFrt-Def/EndRdx(23) Level 24: Super Jump -- Jump-I(A) Level 26: Blazing Bolt -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(27), SprMlcoft-Acc/Dmg/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(43), SprMlcoft-Rchg/Dmg%(43) Level 28: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(31), AdjTrg-ToHit/Rchg(31) Level 30: Kick -- Empty(A) Level 32: Tough -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam/EndRdx(33), Ags-ResDam/EndRdx(33) Level 35: Slowed Response -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-DefDeb/EndRdx/Rchg(36) Level 38: Chrono Shift -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(39), EffAdp-EndMod/Rchg(39), EffAdp-EndMod/EndRdx(39), RechRdx-I(40), RechRdx-I(45) Level 41: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(42), RedFrt-Def/EndRdx(42) Level 44: Power Build Up -- RechRdx-I(A), EndRdx-I(45) Level 47: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam/Rchg(48) Level 49: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--ToHit/Rchg/EndRdx(50) Level 1: Brawl -- Empty(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 -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(5) ------------ ------------ Set Bonus Totals: 10.5% DamageBuff(Smashing) 10.5% DamageBuff(Lethal) 10.5% DamageBuff(Fire) 10.5% DamageBuff(Cold) 10.5% DamageBuff(Energy) 10.5% DamageBuff(Negative) 10.5% DamageBuff(Toxic) 10.5% DamageBuff(Psionic) 4.25% Defense(Smashing) 4.25% Defense(Lethal) 4.25% Defense(Fire) 4.25% Defense(Cold) 9.25% Defense(Energy) 9.25% Defense(Negative) 4.88% Defense(Psionic) 5.5% Defense(Melee) 11.75% Defense(Ranged) 5.5% Defense(AoE) 6.75% Max End 27% Enhancement(Accuracy) 10% Enhancement(Range) 77.5% Enhancement(RechargeTime) 4% Enhancement(Heal) 22.5% SpeedFlying 100.4 HP (9.37%) HitPoints 22.5% JumpHeight 22.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 17.5% MezResist(Held) 17.5% MezResist(Immobilized) 17.5% MezResist(Sleep) 17.5% MezResist(Stunned) 17.5% MezResist(Terrorized) 17.5% 13.5% (0.23 End/sec) Recovery 74% (3.3 HP/sec) Regeneration 1.5% Resistance(Smashing) 1.5% Resistance(Lethal) 6% Resistance(Fire) 6% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 22.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1463;682;1364;HEX;| |78DA6594494F137118C6676959CAD24281828094A5B4B450DBE8DD0414A35225805| |E9BC60E3049ED34D36994A31FC0835E7039688C1B511122081F418F1A8D5EFD002E| |476FF5759E8742D2499B5FFEEFFE3EFD4F3337CFB46E9EBB755A51FD33855CB99C9| |DB16CBB52722CBB295371728E69151579DAA72B76D1092F186B45AB902F378AA9BF| |16995DC815578C7C72D6B48DECB45471C287BEE9CAF27272C9BC6E6433B9A259AA1| |450B375DEB20AC9392357328B2B3EF7B058328CBCFFC09E37ECF2AA596A73CFB3E6| |CAAA23819D674BE6B5E4BC75C3B0A55CD931ECB55E192522DF714DE153F528EB82A| |84719BD074EDE07A71E900FC1ADAE5A8EAA6CA88A9216DF2B705B7C2AEBA91761EB| |CD9097C0D1CB607C0E8CCA0C3A7374CED0C0199A384394334439438F68E9751B557| |56F37EA34FC95E3A0E4E89A7B9EE8623F896D447DA5B1813E41336CDEE61FBA6BF3| |ED28E02ED8F90E1CDB23F7C184E4B630B7E505EAB53E279F81C34FC997E0D806181| |3B471D736D66F67FD76D60F708E00E7D8114DFD9CDF4F9D4764A10EECAF7624382F| |B92BF141C4EBC12F9AAB49D757F21B38FC1DEC903ADDA8A37553C79E00E90343121| |362FF500C3DA624BD8F1AF4BD867EC7DE909B60F82D18DF22B7C1F7325F3F7A7AFB| |D97380BFD5007B1F0F928FA1DBF147A026B30C7296C1AA3C8A2E96216E301452DDA| |DC271648753E09E741CE18D1DF98C4AA39FC07DF145384D6411F1E34BE46DC48CDF| |01A3547832815BE891DE31F68E7193096E3041F53EC8D209FE528983FC61F0A3F89| |2BCC5C931D5AD79224646C90818945E29C6A6A84AFA09C95B96E62D1CF0D4DE50F9| |FC57295E6749D559D27596937596537596F38796EA5C9D77DE53FB3F5054D7D21CA| |8BDEDD59F3EF1AAF44E4193DF87364DBD0A0DB52BE40568F1EB681E6FE49FA379EB| |D0C173970C23E61FC13DE7E7| |-------------------------------------------------------------------|
  2. I actually decided against /kin and decided instead to make a Water Sentinel. I don't like to repeat powers and was having more fun with the Sentinel than I was the Corruptor. Water's "heal" is meh especially when taking in activation time. If I were to re-roll another Water character it would be either Water + Dark or Water + Nature. Since Water has an attack + regen ability I would say /storm and /cold are the best pairings. Works theme wise as well. /kin's heal is huge so the attack wouldn't be as much of a priority.
  3. With Time you want recharge - you want farsight and chrono shift up as much as possible (perma can be achieved without gimping your build). I would recommend only taking one of the holds in Ice - specially if you are going to take Time Stop from Time.
  4. I have never had an issue with ED. I started a few weeks after launch and always diversified my slotting. It made no sense to me to put 6 heals in heal aura for example. So I could heal more...less often and it took way more endurance. Same with attacks - ooh look you hit that enemy for 250 too bad it costs you so much endurance and won't be back up for 9 more seconds... or .. Oh look you missed because you have no accuracy slotted lol. As for bringing back pre-ED - I see no valid reason to do so - ED was introduced in October 2005 - Only 1.5 years after the game was live which means that it was live for 7 years of the 8.5 years the game was live. Who knows maybe some group will decide that it is a good idea - thankfully Homecoming is about the future of the game and not the past.
  5. So from the announcement today: Multi-boxing is allowed unless the servers are at 1500+ - cool. So basically Torchbearer is the main one that will have issues with multi-boxing at peak times. Funny though - I see nowhere that the devs called multi-boxing "toxic" and in actuality condone it so long as the servers are not crazy busy. The people that I know that multi-box generally do it super late at night or early in the morning so it will not affect them. Then again the people that I know who multi-box are just power leveling themselves and a friend or two. Glad it was cleared up here (I don't pay attention to the discord).
  6. So because you don't like it... then it is toxic? What is the actual harm you are experiencing from these multi-boxing persons? Don't say they are taking up server space of people who want to log in and do missions because frankly... a lot of role players have the same effect. So if server space isn't the harm.. what is it? Why does it bother you so much that they are playing the game they like to play the way they like to play? I personally think role-playing is a waste of resources but to each their own - it doesn't affect me after all. This is why when they announced the unoffocial official roleplay server... I immediately stopped playing my characters on that server. So please enlighten me as to the harm you are experiencing because of these multi-boxing people. Not perceived harm..actual harm. And can someone please point me to this Dev statement regarding multi-boxing... I looked where I thought it should be and tried searching, but came up with no actual post regarding the issue. Would be interesting to see what they actually stated in regards to people who play 2-3 accounts since people are saying they have basically condoned such behavior. Admins have already stated, MB is not allowed during high peek/load on the servers. They have already stated that they felt MB was reasonable up to 2 to maybe 3 characters max. Unfortunately I have already seen a few MB doing 4-6+, especially during heavy load times on my server "Torchbearer". They are asking us to self regulate but the reality is, there are many who do give a crap and will push the limits regardless. That is "toxic behavior".
  7. Maybe stop trying to control the way others play the game? Since people who multi-box generally do not play with others I fail to see how this has any affect on you. Them earning influence or recipes or...whatever else does not affect your ability to earn influence, xp, or drops. Using arguments from another (very toxic) game is not justification for action here. You literally compared rotting oranges and shiny red apples.
  8. That's the one! Make sme get all teary eyed when I watch it. Also makes me even more grateful for hwat we have now. Thank you. I think you are looking for this one:
  9. So you want more people to go to the AE building hehehe. I suggest WW/BM - since they are being "purchased."
  10. Exactly. What's next asking for a Defender damage boost so an Emp, Force Fielder, etc can farm +4 as quickly as a brute? LOL. Seems people want changes not to make the game better but to make them have an "I win" button. Want a character that can farm +4x8... brutes...controller...etc... roll one of them. Not every AT or power combo is going to be able to handle +4x8... MM are not th eonly ones who can't do this. There is no need to revamp an AT because it's not uber enough to keep up with others... to farm. There are benefits and Cons to every AT for a reason.
  11. Not that I think thisis an issue... but give access from any WW.... just make everything available in WW under P2W. Then the P2W can be accessed at any WW/Black Market - "problem" solved.
  12. Seems the people have spoken. OP seems to have some major issues with AE and farming. Maybe try the RP server... farming seems to be less rampant there than Torchbearer or Indom server.
  13. You said farm and missions... totally different things. FYI I have seen some great MM farmers running +4x8. I doubt they are going to change the MM level mechanic just so people can farm btw.
  14. There's nothing WE need to do. Homecoming is handling everything. They have sought out legal counsel etc.... Just enjoy the game. NCSoft is not going to come after you.
  15. Not a fan of the way CO does it. Sorry, but I like my unique names. There have been a few that I wanted, but have had to come up with something else: Example: Aquaria... it was taken so instead I am Aquariana
  16. I can't find the video that I really like. It was done shortly after the announcement. It is kind of like a news story about the closure and AP33 - it showed every AP the day of the protest. I dunno why but I always found the video to be super inspirational - probably because it showed the strength of the community at a time when it was hurting the most. Anyone know which video I am talking about and have a link?
  17. Absolutely not. Incentivizing solo play in an MMO sounds like what every other MMO out there does. Teaming...and the ability to easily find a team... is one of the things that separates CoH from the plethora of MMOs out there. There's no reason someone playing solo should be making any more xp/inf than they already do in a mission. If you want more exp/inf then increase your notoriety. Facing +0x1 shouldn't give you any more than it already does - which is why you can up your notoriety to face higher level or more critters - which will net you more xp/inf. CoH is a rarity in that it encourage team play - no one said such a team needs to be 8 people - make a friend or two and play with them. I often times only team with 1-3 other people because frankly larger teams can be clunky on simple missions.
  18. Uhhh that is not why the game closed - the Marvel lawsuit was in 2004 and resolved in 2005 and was a distant memory when the game closed on November 30, 2012.
  19. I didn't see your suggestion... is it for them to redo the buoys? If so... my resply is: No. It has no effect on game mechanic and as you noted.. no one aside from you has noticed..or if they have...it didn't bother them enough to bring it to anyone's attention. Would be a waste of time that could be spent on 1,824 other things that actually affect gameplay.
  20. Not sure what level your character(s) are, but stamina becomes pretty much a non-issue at level 22. Heck I don't even have Rest on my power trays after level 12. Since the game has been back I know I have only used Rest once. That seems more of an issue with the badge tho? I'd gladly trade a badge for making the game a bit more user friendly for everyone
  21. Trust me I know how aggro and taunt work and I know how pre-Issue 6 aggro worked. It was changed with good reason. There is no legitimate reason for the aggro cap to be increased. It does not make strategy or aggro management any more intense. It does not make the game any harder. What is being suggested was changed because it was easy mode. It was explained... data was collected and analyzed... etc etc. Your desire for a reversion to easy mode does not make it a good idea. Aggro management is a TEAM concept that requires people to actually know how to play instead of simply herd-nuke-kill stragglers. Aside from a game mechanic standpoint there is also issues of zone herding which causes strain on a server and easily leads to griefing. Not sure when you started to play, but I was here from the beginning to the last second without a pause in subscription. I was also a beta tester for new issues starting in Issue 5. There were other ideas thrown about regarding aggro when these changes were being discussed/tested and trust me they were meant with absolute resistance by the players. You dont know how Aggro and Taunts work apparently lol
  22. So a team buffs tank.. tank holds aggro of 50 baddies while the rest of the team kills them.. THAT sounds like easy mode which is exactly what it was pre-aggro cap. You won't be making it more challenging in the slightest. One empathy defender to buff tank...3 blasters and 3 scrappers and boom 50 baddies in 10 seconds. No thanks I prefer an actual risk to my characters instead of playing easy mode while the tank holds all the aggro. I was a pocket Emp for the pre-issue 6 farming - literally I would BuildUp+Fort and Adrenaline Boost the tank who would gather up the map in 60 seconds...herd them to a nice corner... blasters would nuke and scrappers picked off the remaining baddies. No one got hurt...there was no strategy... it was the epitome of easy mode.
  23. You realize that this would take the homecoming team at least a year to do right? It's not like it is a few lines of code and BOOM NEW POWERS. So no I do not agree with you. I would rather they spend their time on various smaller features which can be implemented. Try Champions Online, it has exactly what you are asking for. I assume the physics and everything else in this game would need a lot of work for it to be here. CO is no CoH, lemme tell you dat. If it could be done now, I would like to see it. Anyone who agrees?
  24. There is literally another post on this same exact thing at the top of this page. Yes it did use to be this way. The aggro cap was changed in October 2005 with the release of City of Villains and was in place for the last 7 years..of 8.5 total... that CoH was live. The aggro cap by the way is 17 not 15.
  25. There's nothing wrong with the aggro cap - it is currently set at 17 and has been that way for the majority of the life of City of Heroes (The cap was introduced with Issue 6 on October 27, 2005 - so the last 7 years out of 8.5 the game was live). Seems a lot of people simply want an "I win" button now that the game is back. There are numerous ways to quickly farm your character - there's no need to go change things to make even more ways. Heck I already have multiple level 50's and none of that was done with the AE...so "normal" farms seem to be working just fine without needlessly reverting the aggro cap back to issue 5.
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