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Anthraxus

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  1. Congratulations! This is such great news, and I hope you'all get to have a HUGE party in celebration. 🎉😁🥂
  2. I took both a Storm/Temporal Blaster and a Storm/Dark Corruptor to 50. Hands down, the Blaster was waaaay more effective (for me) by virtue of being able to maximize the charging-up of Storm Cell for all the aoe damage-over-time and cc that brings. In either case, Storm Blast isn't going to be the best set to pack for an eight-hero villain erasure team, but it is super fun in a duo or small team.
  3. Thank you all SO much for providing this service for us. I was playing this afternoon, just respeccing a toon, and it hit me out of the blue... almost cried from joy and appreciation.
  4. I'll try to put the build together for you. Edit: Ok, Mids isn't exporting a valid build, so I created a build image.
  5. All powers can have up to a total of six (6) slots - the default slot, plus five more that you may choose to add as you level. From https://homecoming.wiki/wiki/Enhancements: "Enhancement Types There are three main types of Enhancements: Dual Origin, Single Origin and Invention Origin (abbreviated to DO, SO, and IO respectively). There are also several kinds of Special Enhancements, usually as rewards of a particularly difficult task set to players. Invention Origin and Special Enhancements are usable by any character. Dual-Origin and Single-Origin Enhancements are only usable by characters with an appropriate origin. DOs and SOs improve only one particular aspect of a power. Special Enhancements improve multiple aspects. IOs may do either, or have a separate effect that affects the character in general, not the power they are slotted in. Dual-Origin Enhancements Dual-Origin Enhancements, often referred to as DOs, are half as powerful as Single-Origin, but much cheaper. DOs may only be used by a character whose origin matches one of the Enhancement's two. For example, a Natural/Magic DO is only usable by characters of a Natural or a Magical origin. Dual-Origin Enhancements may be bought at origin-specific stores and NPCs in various zones and from individual contacts. They are available from stores and as drops at any level. Each Origin only "crosses" with two others in Dual-Origin Enhancements. This may be relevant when deciding which stores to visit. Single-Origin Enhancements Single-Origin Enhancements, often referred to as SOs, provide twice as much improvement as DOs. Single-Origin enhancements may be bought at origin-specific stores and NPCs in various zones and from individual contacts. They are available from stores and as drops at any level. SOs are also sometimes provided as mission bonuses, and in the cases of Task Forces and Story Arcs, the player may even choose the aspect. Most stores sell enhancements of all origins, but only display appropriate ones for your character. Unlocking Mr. Yin provides access to a limited selection of cheaper SO-strength enhancements. Invention Origin Enhancements Invention Origin Enhancements, often referred to as IOs, are usable by all character archetypes and origins, but must be crafted from recipes by using an Invention Worktable in a supergroup base or at a University. Invention Origin Enhancements only appear for level 10 and above. Invention Origin Enhancements fall in to two categories: Standard (aka Common) Invention Origin Enhancements and Invention Origin Enhancement Sets. Both IO enhancement categories require three parts to create: a recipe, Invention Salvage and inf, and both can only be created at an invention worktable. Both Invention Origin Enhancement categories always provide the same bonus to a power, regardless of character level - they never expire as a character advances in levels, and a lower level IO can still be slotted by a high level character. Generally though, the higher the level of the IO, the higher the benefit that it gives. A level 50 Invention Origin Enhancement provides approximately 27% more benefit compared to an even-level Single Origin Enhancement, and is less than 11% better than a +3-level SO. Standard Invention Origin Enhancements can be purchased (using inf) at a fixed cost, at any level, at an invention worktable, or if other players are selling them, through the Auction House . Standard IO Enhancements are only available at levels divisible by 5 (i.e. 10, 15, 20 etc). Standard IO Enhancements only ever improve one aspect of a power (much like a TO, DO or SO) and provide no other benefits apart from not expiring as the player levels. Invention Origin Enhancement Sets (like Sting of the Manticore) are unable to be purchased dierectly with inf. They have to be earned, as either a dropped recipe from a defeated enemy, or completion of a mission, trial or task force. Both recipes and completed enhancements can, however, be auctioned through the Auction House, at a price to be determined by the seller. Recipes and certain archetype specific enhancements can also be purchased from a merit vendor using reward merits. IO Enhancement sets are available at every level (i.e. not only those levels divisible by 5) and provide two further benefits to the player: Firstly, not only do they give the standard bonuses to a power, many of them improve more than one aspect (like Range/Accuracy) which allows for more effective and diverse slotting options. Secondly, IO sets also provide special effects when different members of the same set are slotted in the same power. You cannot put multiple identical IO set Enhancements into the same single power, but you may put multiple identical IO set Enhancements into different powers."
  6. Ok, so I just got on and ran my maxed 50 Axe/Stone scrapper through a chain of the various "standard" enemy group radio missions in PI. This combination, when purpled- and AIO'ed-out, absolutely SAILS through all these +4/x8 missions. The layered DEF/RES armor, slow field (with damage), high regen and +hitpoints, and massive knockdown and +recharge (often boosted up to +250% recharge) from the many aoe attacks, keeps nearby enemies on their asses or straight-up dead. Now, this toon can't tank, as he has no real aggro control; but other than that, he is an absolute monster.
  7. I created and maxed-out an Axe/Stone scrapper. VERY hard to hit (soft-capped DEF), decent resistance, in excess of 200% recharge most of the time due to +Recharge procs, brutal damage output (with control via Whirling Axe and Mud Pots), no major endurance issues, 67% to-hit debuff resistance, 100% slow resistance. In order to make the single-hand weapon look work, I made him a mutated old-timey miner with a pick-axe. 🙂
  8. Yeah, CoH's controls are second to none, at least in my MMO experience. Every other game I play feels like any status effects only last 1-2 seconds at most, and that is just not a powerful feeling; CoH Controllers feel POWERFUL once they get up there in levels. Another beautiful thing in this system is the effective pairing of controls with powerful debuff options. Love da Controllers!
  9. Oh, this one's easy: Shadow Maul/Sands of Mu. *whiff whiff whiff whiff*
  10. That picture looks depressingly like my neighborhood... 😞
  11. I have fallen madly in love with the new Battle Axe! So far, I've got 2 level 50 tankers with Axe, as well as an Axe/Stone scrapper. Rarely have I felt so powerful as when I am sweeping and smashing mobs packed together by Axe Cyclone. Axe is brutal. 👍
  12. One weird by-product of firing this power off is that it will actually rez the caster if they die within the next few seconds!
  13. For me, my Plant/Storm lays absolute waste...until she gets one-shotted by an elite boss. 🙂
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