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Dispari

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Everything posted by Dispari

  1. After toying around a bit, I think I have 3 main comments for the set I want to put out there. Some of these are pretty minor, I know, but still. #1 is that the color of the power icons is identical to electric blast. Having both sets just makes a sea of blurry icons that I have a hard time telling apart. It'd be great if they were distinct. The elec powers tend to have a bit of a purplish tinge to them, so maybe something more like a lavender, indigo, maroon, or mauve would set it apart? #2 is that I wish more of the powers actually did something for the user. It's true not every set does this, or even barely does this, but most sets let you benefit from nearly all the powers. The heal and absorb, even though they say the power jumps from you to other people, don't do anything for you at all. There are two more buff powers that don't do anything for you (okay Amp Up gives you a bit of HP and end), an end restore power that doesn't work on you, and a rez which you obviously can't use on yourself. So basically all you get is Faraday Cage and the end drain you might cause with Shock and Discharge, which doesn't feel like much. It would be great if, at the very least, the heal/absorb powers hit you too, though with the target other nature of those powers I'm not sure if that would solve anything in a solo scenario. #3 is that it'd be great if there was a way to rapidly generate Static if you feel like you need to. Sets like Savage Melee and Water Blast have a power that maxes it out for you, and it'd be nice if Shock had something like that. I could see a scenario where you need to rez a lot of people with Defibrillate but don't have any Static.
  2. Faraday Cage is a bit buggy when used in the air. If you're a bit off the ground, the ring that's supposed to be around it ends up disconnected and floats over the cage. The ring itself doesn't grant the bonus. There is a certain height at which the cage will float in the air, but when it does it spawns a fair bit below you. You end up being at the top of the ring, outside the range of the actual cage.
  3. Stuff like that is excellent for pulling.
  4. These changes are all really fascinating and exciting. The dark melee changes will be interesting to see played out, and I love the theme of the new support set. Even the little chain icon border is cool. I need to hop in and see what the animations are like with Experimentation too. I liked the ones for Force of Will. Minor gripe, I do wish the new targeted AoE set had more endurance reduction on it, considering it looks extremely similar to Posi in the important bonuses and stats it gives. Buuut, that's just a small thing. Slotting Posis and Ragnarok tends to leave AoEs expensive and it would be nice to have a recharge bonus set that does a better job in that department. That's just my 2 inf though.
  5. Yeah, can't even view any of my saved files except for the most recent 3 I made. The files are all still there on my HD. Even if I create a new file, it won't show up.
  6. Darn! I was enjoying running around with +80% damage!
  7. Always drove me up the flippin' wall that the Heat Mastery epic for Mastermind doesn't have an armor toggle. I think it's the only APP in the entire game (not for a melee/sentinel) that doesn't have one. It's driven me away from playing MMs that would have the fire epic (like, y'know, a demons/thermal MM).
  8. By the way, small thing... Mystic Flight has a setting to turn off the extra power tray by talking to Null the Gull. It would be nice if Mighty Leap had this as well, since the mechanic is the same.
  9. Thank you very much for this! I know what I'm doing today.
  10. This is all really awesome. Kudos to all the hard-working devs.
  11. Is there a help window or anything that lists all the keyboard shortcuts? Like the shift+click stuff to remove slots and whatnot.
  12. Surprised the beast mastery sounds aren't on here, I've heard a few people complain about my MM -- not that it bothers me any. Sonic is also a good idea for being super noisy, and I hate that constant humming from elec control (gives me a headache). Cool pack though.
  13. It was only like 2 merits, no worries. Lesson learned though, don't put procs in RttC! It seems to behave oddly. I doubt the result is intentional, but I have no idea of it was like this on live or not.
  14. I had to buy some unslotters (because I already changed her build to work around it), but if it makes it easier,
  15. So I've been working on this WP scrapper and I put Numina's in Rise to the Challenge. It's given some unexpected results. For one, it only procs when enemies are near to be taunted. I guess that makes sense, and I can live with that, but... The buff is also being impacted by the purple patch. According to combat attributes, lower level enemies give a larger boost (level 3s were giving me +70% recovery) and higher level enemies give less. Is this for real? Is this a bug? Is it a weird side effect of how RttC works? I'm guessing if nothing else I should move it to Health/FH instead. But I get the feeling it's not supposed to do this.
  16. If anything this implies that Upshot should have its damage reduced. It's typical for BU and Aim type powers to give a smaller boost if they also have an additional effect. Some more examples: Fusion (Radiation Melee), Blood Thirst (Savage Melee), Combat Readiness (Street Justice), Build Momentum (Titan Weapons), Tidal Forces (Water Blast). When those powers are ported to a class that needs BU specifically (like Stalker), they're turned into classic Build Up. The damage buff is normalized but the secondary effect disappears. Based on that, Upshot is the one out of line, not Chronos.
  17. I was curious, since I imagine a lot of people have artwork and would love a place to show it off or find artists in the community. And I'm sure there are people producing YT content about CoH right now. Is there a chance we could get a board for this sort of thing?
  18. Smoke doesn't need slots. It autohits and the -ToHit is just a nice bonus. It also has huge range, recharges fast, and doesn't cost much endurance. I use it to be invisible while clicking glowies next to mobs, or to sneak by things that ignore stealth (because they don't ignore -perception). It's a great resource alongside stealth. Anyway, this is a really cool idea! Kudos for the effort.
  19. I gotta say this is my favorite change in forever. Ever since they added electric control which did this, players have been begging for other immob powers to do this, and they never did it. At any rate, not to sound ungrateful, but I'm curious if this already does or will eventually be extended to other miscellaneous immobilize powers? Wide Area Web Grenade from VEATs, brute AoE immobs from PPPs, dark blast's tenebrous tentacles, dark melee's midnight grasp, all the blaster secondaries that do it, warshade gravimetric snare, lich and dark servant tentacles, Frozen Blast and Razzle Dazzle chance for immobilize, and all the other ones I probably forgot, to name a few?
  20. Having played Beasts a bunch lately (and having played several other MMs to 50), I think I can say it's actually surprisingly good. I see a lot of "beasts bad" from people who haven't even played the set. They look at the fact that they're melee and decide to write them off. I think that's a mistake. Some sets are notoriously bad like ninjas, but the reasons they're bad are addressed in the beasts set. For one, the pets have good base RES and DEF values (at least 17% S/L/C RES and 10% DEF all which the two lions buff even higher) and four of them have heals or self-RES powers, so they don't die to a random strike like ninjas would. Also if you really want, you can boost their DEF even higher by using the 18 power, though I rarely feel the need. Their lack of range also means they don't just stand around using their one ranged power instead of doing actual damage. They also have a very high base movement speed and can easily run things down, so their lack of range isn't really a problem. Even if you fight things that fly, you're given powers that do -fly to deal with it. They do a lot of -DEF, -ToHit, and -recharge, and on the high end they also stun and fear. And it's hard to overstate this but their damage is EXTREMELY HIGH. If you just stand around watching them, even without any buffs from their master, they'll regularly go over +70% damage and sometimes over +100%. And they can all crit. I wouldn't say they're the best MM set. Thugs, bots, and demons all have some sexy things going for them. But I'd say at minimum they're mid-tier if not leaning toward the high end.
  21. I'm not sure if anyone else got any pictures of specific outfits, but I took this picture just to show how many people were there. This wasn't even everyone, ultimately.
  22. One thing I'm curious about is critters getting stuck in geometry. It seems to happen far more often than it did on live. Is there some sort of reduced collision check frequency that causes that to happen? Or has anyone looked into it?
  23. StJ is just personal preference, it worked for this character. I've played WP a lot, I'm just curious if it can be pushed even farther than this (such as getting S/L DEF too). I know WP has pretty low DEF values to start with though, so it might not be feasible. But I'm sure it would be plenty survivable as-is.
  24. I've been out of the building game for a while now so I'm probably not as good at this as I used to be. I was building an idealized build for a scrapper I made and was struggling to get it where I wanted. This is what I landed on. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Quili Suqual: Level 50 Mutation Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Heavy Blow -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(3), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(5), OvrFrc-Acc/Dmg/End/Rech(5) Level 1: High Pain Tolerance -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(7), NmnCnv-Heal(7), ResDam-I(9), ResDam-I(9), StdPrt-ResDam/Def+(11) Level 2: Sweeping Cross -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(11), Erd-Acc/Dmg/EndRdx/Rchg(13), ClvBlo-Acc/Dmg(13), ClvBlo-Dmg/EndRdx(15), ClvBlo-Acc/Rchg(15) Level 4: Fast Healing -- Heal-I(A), Heal-I(17), RgnTss-Regen+(50) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(19) Level 8: Rib Cracker -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(21), SprScrStr-Acc/Dmg/Rchg(21), SprScrStr-Dmg/EndRdx/Rchg(23), SprScrStr-Rchg/+Crit(23), SprScrStr-Acc/Dmg/EndRdx/Rchg(25) Level 10: Indomitable Will -- LucoftheG-Rchg+(A) Level 12: Combat Readiness -- RechRdx-I(A) Level 14: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-ResDam(27), GldArm-3defTpProc(27) Level 16: Rise to the Challenge -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31) Level 18: Spinning Strike -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 20: Quick Recovery -- EndMod-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Kick -- KBDist-I(A) Level 26: Shin Breaker -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 28: Heightened Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), RedFrt-EndRdx(39), LucoftheG-Rchg+(40) Level 30: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(40), RctArm-ResDam(40) Level 32: Crushing Uppercut -- TchofDth-Dmg/EndRdx(A), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(42), PndSlg-Acc/Dmg(42), PndSlg-Dmg/EndRdx(43), PndSlg-Dmg/Rchg(43) Level 35: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(45), RedFrt-EndRdx(45), LucoftheG-Rchg+(46) Level 38: Strength of Will -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(46), RctArm-ResDam(46) Level 41: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 44: Physical Perfection -- Heal-I(A) Level 47: Resurgence -- EndMod-I(A) Level 49: Confront -- Taunt-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A), Heal-I(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Radial Paragon ------------ I did get it to soft cap E/N/F/C DEF and cap S/L RES, but I'm not sure it's quite as good as it could be. For one, I had to use Agility alpha to squeeze out a few more points of DEF. So, the basics: * What I want: soft-capped E/N/F/C; S/L if feasible (but I think that would strain doability) * Capped S/L RES without needing SoW * As much regen/maxHP as possible where it can be fit * Those nice scrapper +crit procs * Once all those other needs are met... whatever recharge can be fit in * Agility Alpha is okay, but I think ideally I'd rather use Spiritual * These are basically the powers I want up until 44; I could be persuaded to drop Resurgence and/or Confront if there's a good reason to do so So what do people think? Is there any room for improvement? I know WP is pretty hard with its low base DEF values. I'm already eyeing swapping out something for Maneuvers though, if my recovery can actually handle all those expensive toggles.
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