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Spines has always been my favorite of all time for Stalkers. There are other sets that are better (Pis Melee) but let's be honest, that set is as dull as they come. The animations are just straight to the point; boring. Very stiff, no body movement, all arms, absolutely boring to play. If I can't have fun playing, I don't care how much damage is behind it, I will always gravitate to the fun set. Spines is not only fun, but if built right, can dish out a ton of DPS. I'm sure most would disagree with me on this, but as somebody who played a Spines/SR Stalker on live and who's main was a Spines Stalker, Throw Spines is completely optional, and since Spine Burst breaks hide and gets you attacked before it even animates, I tend to skip this one as well and replace it with Fireball. Here is my current build. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Casket: Level 50 Magic Stalker Primary Power Set: Spines Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Barb Swipe -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(11) Level 1: Hide -- DefBuff-I(A) Level 2: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(17) Level 4: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(25), LucoftheG-Rchg+(25) Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(11) Level 8: Build Up -- RechRdx-I(A), RechRdx-I(31) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Placate -- RechRdx-I(A), RechRdx-I(50) Level 14: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(33), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(34), LucoftheG-Rchg+(34) Level 16: Super Jump -- Empty(A) Level 18: Impale -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(21), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(23) Level 20: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-Def(37), LucoftheG-Rchg+(37) Level 22: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37) Level 24: Hasten -- RechRdx-I(A) Level 26: Ripper -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(31) Level 28: Energy Drain -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(31), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(34), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx/Rchg(40), LucoftheG-Def(43) Level 32: Assault -- Empty(A) Level 35: Energize -- Heal-I(A), Heal-I(40), RechRdx-I(46) Level 38: Overload -- RechRdx-I(A) Level 41: Ring of Fire -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(43), Apc-Dam%(43) Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50) Level 49: Recall Friend -- RechRdx-I(A) Level 1: Assassination 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 -- Run-I(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- EndMod-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(33) ------------ ------------ Set Bonus Totals: 15% DamageBuff(Smashing) 15% DamageBuff(Lethal) 15% DamageBuff(Fire) 15% DamageBuff(Cold) 15% DamageBuff(Energy) 15% DamageBuff(Negative) 15% DamageBuff(Toxic) 15% DamageBuff(Psionic) 18.5% Defense(Smashing) 18.5% Defense(Lethal) 31% Defense(Fire) 31% Defense(Cold) 13.5% Defense(Energy) 13.5% Defense(Negative) 11% Defense(Psionic) 16% Defense(Melee) 9.75% Defense(Ranged) 26% Defense(AoE) 75% Enhancement(Accuracy) 67.5% Enhancement(RechargeTime) 122 HP (10.13%) HitPoints Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 75% MezResist(Held) 75% MezResist(Immobilized) 75% MezResist(Sleep) 75% MezResist(Stunned) 75% MezResist(Terrorized) 75% 20% (0.33 End/sec) Recovery 78% (3.91 HP/sec) Regeneration 60% ResEffect(SpeedFlying) 60% ResEffect(RechargeTime) 60% ResEffect(SpeedRunning) 26% Resistance(Smashing) 26% Resistance(Lethal) 29% Resistance(Fire) 29% Resistance(Cold) 5% Resistance(Energy) 5% Resistance(Negative) 5% Resistance(Toxic) 5% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1447;661;1322;HEX;| |78DA6594594F1A611486BF81413A086571418B20A2A00519A1ED7D53D12E5612137| |A4F26FAD512091086266ADB8BFE83AE77DD4CD3A4AB4D5BEDF22FBADE75FD015D92| |FE007B9CF3A2344C429E99F7FBDEF3BDE79099FCF2947BFDD8C5C342F1E4CA86691| |60B0DA3BC24EB8EBCB1589AB70B213A7286B9241B4EBAEDC662312FCB52EA855AA9| |22CD50539C92A765C594FA7445D617578A47CED60DE19EAB56CBFAAC3468EBA2CB7| |A28D4A45CF036F5055937CF946A01EBF91495AD55EB0DA351AA5602D3B5D2BC3E59| |365665316F980D595FE9A30C71FAAD6B02D796432CAB426455615B015799EA39F03| |CD3758139B9ED552CAF101161694F3548544FB9C4FBDC97C12BCCBD57C16B4CDF75| |668EBC76AEA7DA7D0AAFF999BD5DCCBE6EB087F98C3C0EF6381C6FED96D6F10E7CC| |FDCF301FCC8747D623E27AF93B32ACE14E78F80D3B4A6A1376D88B517A475627F27| |F665C1295AF320BB07D9A3C81E45F621641F42F6201DEEE57AC2BB4597D8A02A7E4| |CCFFF995306BE805F99DDDFC0EFCCDE1F2055EBC224BAFEB2367C1244A261241A41| |921124394AE7F6B057E909D24D98D60EB037467583984410DD6ED2FE7EE4ECBFC1F| |FDEBE9BE02DE6C06DF00E33B2C63C4EDE90A258930A2157043912C897C0C412C8E9| |A70C614C37ECFB7F8AA3F08CC2938427409E41E41EB4A67B824E8E716A5B6C843B1| |905D3E86C46E3F762DB1587B6E611620CDD8E8DDB2C6D7F1AD4C109663203669977| |C99B8237759F2730FE007C083E62A61F834F98F7C8ABC3AB6FB036B109BE045F31B| |3AFC137CC38759F411F19F4115277DEF5AD81DDFBED479A4EB24DC9B429D936E560| |AB92E6730EB5ED9A555BBE141A4F664EDDF9520825CA4ECD475F0024FCE9A275781| |454FEDDAAE19FFBD5AA8DB1F66757539AB5A3E03F2F77D39B| |-------------------------------------------------------------------|
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It would be nice to see Energy Transfer get its old animation back, even if that means lowering the damage it gives and adding a crit chance to it, then; release it to Scrappers on the same day EM is fixed. I would be tickled pink.
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Has there been any word on Energy Melee for Scrappers? I figure this would be a huge request at some point. What are the odds Scrappers will eventually see Energy Melee?
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This just in! https://news.yahoo.com/red-dead-redemption-ii-announced-pc-stadia-launch-155931691.html
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I get that Collision Mechanics are needed, although I don't really agree, but I get it. I have stayed quiet about the mechanic in general, because it's honestly a minor irritation of the game...until now. So, back in the early days of this game, my Ice Tank could drop Ice Patch, and nothing; try as they might; could push me off of it. I was set in my spot and although NPCs and players tried, I stood firm on my perch. However, it would seem over the years the Collision Mechanics have gotten out of adjustment, and now, my Ice/Ice Tank is being shoved off his Ice Patch fairly regularly. My Stalker from the days of the old, would never be shoved while prepping Assassin's Strike to a point that it literally interrupts it. However these days, from time to time, my Stalker will queue up Assassin's Strike, and suddenly will be pushed out of the way by a Scrapper. I will be pushed so far of a distance, that it will literally interrupt my Assassin's Strike. It may be a minor problem to some, but this is starting to swell a bit beyond annoying for me...and the irritant is growing ever so slightly over time. So, what can be done about it? It was not always this way to my recollection, which stands to reason that if it indeed was not this way at one time, then it can be fine tuned to be that way once again? Anyway, reporting this as a bug, and hopefully one of the Dev team members can fine tune this to prevent collision shoving in game. 😞
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I have been noticing lately (about a little over a week I think) that when I click and drag enhancements, they can't decide if they want to let me move them or jump out of my grabby hand of my mouse pointer. At first I thought maybe that my mouse was starting to go bad (even though I have only owned my newest Razor Basilisk for a couple of months now) so I tested it on other things, like clicking and dragging Windows pages, or clicking and dragging pictures from one folder to another. Works perfectly. Yet in game, clicking and dragging enhancements (or anything else) can intermittently cause my enhancement to spazz out and drop someplace unintended. I have asked around in game within the Help channel, and it looks like I am not alone with this newly found experience. Hope you guys look in to this...this has foreseeable bad potential to cause players to lose a purple enhancement. The rage on these forums would be real. 😄
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I would agree, except the very same people who are doing this, are the same people complaining about how easy the game is. Seems like a catch 22.
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Nope, it helps tremendously. Hopefully if anyone else is confused about this, they will find their way to this thread. Good a direct answers to a very direct question. Very helpful. Thank you all.
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I do appreciate you coming out to help educate me. Very appreciated and thank you.
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Okay, thank you for this info. That helps put things in clear perspective for me.
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Reading the patch notes and trying to find info on this is difficult, since there are over 59 pages of that thread...and it has been locked. So according to City of Heroes Wiki, the max aggro any player can have is 17, right? A Tanks AoE can hit 16, and their cones can hit 10, but their taunt only hits 10. So am I to assume that a Tank can only hold the aggro of 16 max NPCs through AoE? Or does the 16 stack with the 10 taunted along with the 10 from Cone attacks? My point is, I was under the impression that Tanks were going to get a higher aggro limit, but I don't think this adds up to what I had thought. This looks more like nothing has changed in the way of a Tank's ability to hold a higher number of NPC's in aggro count. Can somebody please help me put this in perspective? It seems like there should be a math equation here, but since I do not know if those numbers stack, then it leaves out a very important piece of the puzzle. And if they do not stack at all, then it looks like a Tank can actually hold less now than he could before; going from 17 to 16? Help me understand, please.
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Official 'enterbasefrompasscode' Resolution thread
Solarverse replied to Cinderwalker's topic in Suggestions & Feedback
I agree. I think we should all stop while we are still ahead. -
Official 'enterbasefrompasscode' Resolution thread
Solarverse replied to Cinderwalker's topic in Suggestions & Feedback
Honestly, if the Devs already have their minds made up and nothing people say here will change that, we should probably have this thread closed, as the debates I am reading here are pointless and serve to change nothing. Beating a dead horse won't make it more dead. 😄 -
Official 'enterbasefrompasscode' Resolution thread
Solarverse replied to Cinderwalker's topic in Suggestions & Feedback
There were several changes because of PvP. Ice for example, had a damage reduction. It also had a delayed pause put in between activation of a couple powers, because Ice Blasters could launch three hits by the time the other player could react. The pause is still there to this day, however, it has been adjusted so that it isn't so bad to tolerate anymore. Before the Ice nerf, Ice was once king in PvP as a Blaster. Also, a Stalker's Placate was nerfed when it changed from putting the Stalker in to hide, to putting the Stalker in to a pseudo hide, that only worked against your target. Before the nerf, Placate his you from everyone. When players came to the forums to nerf herd, the Devs told them that Stalkers were not going to be changed, they were working as intended. Later, the Devs caved in and nerfed Placate. That change still exists today in its original form. So there were several changes made because of PvP. Just wanted to get that out there, not trying to step on toes, just felt like it was relevant to the conversation. -
Official 'enterbasefrompasscode' Resolution thread
Solarverse replied to Cinderwalker's topic in Suggestions & Feedback
I used to PvP on live. I lost my taste for it these days though, so I no longer PvP at all on any level. Having said that, there used to be another exploit people were using. They would queue up for a match, then when they were about to die, they would accept the match and instantly transport out. So, having said that; wouldn't it much simpler to take away the /command, and replace it with an actual power that greys out in PvP zones? -
Official 'enterbasefrompasscode' Resolution thread
Solarverse replied to Cinderwalker's topic in Suggestions & Feedback
Even if the answer was yes, is anyone complaining? I have not once heard any player in game complain that they could easily go to any zone they wish with the click of a button. Maybe on these forums they have, forum posters do that, but I stopped paying people any attention on these forums a long time ago. Most players dont post the forums and rightly so...too many elitist personalities who chase people away with their over analyzing and taking comments out of context. My point is, why would that be such a bad thing outside of PvP? -
Problem I am seeing, is a good amount (seems like all of them) are running their missions/Task Forces and anything else at +0. If you even increase your mission to +1, somebody always has something to say about it, especially in a Task Force. Seems a lot of level 50's have power leveled to 50, now they are back tracking to run all the Task Forces and "don't want to spend all day running it." Meanwhile, people like myself use Task Forces to not only level, but obtain the Task Force Commander by time I am level 40 or less. The struggle is real. I don't think the game has changed, I think the players have.
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Man, I'm sure glad it's not up to you. Not being able to play my main because of this would be pretty devastating. I am fairly certain I would not be playing my trademarked character in City of Heroes if I was worried about somebody taking a screenshot of him. He's not an exact copy as I think I had mentioned before, that was a huge exaggeration. The costume parts simply don't exist. However, it's very similar, as you can see in the pictures below.
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Totally missed that, thank you.
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Okay, so I have to say, my main, Solarverse, is a direct copy of a copyrighted comic book character. However, I own the intellectual property and copyright. So what do I do when everytime (if at all) somebody reports my character (some people are pretty knowledgeable about the comic book world) and a GM nerfs my character? Is there a way to put me in the GM database (assuming they have one) to help avoid unnecessary Generic Hero (enter number here)?
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I have heard about this but have not had a chance to look at it until today, but White/White Spectrum looks very off now. It used to be bright, glowing, it's lost the glow, almost as if I am using grey instead of white. Also the definition of the muscles are kind of fuzzy now; dull. I have seen people talking about it but figured they were over exaggeration. However, after seeing it for myself, there is absolutely a big difference between a week ago and today.
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issue 26 Patch Notes for August 27th, 2019
Solarverse replied to Leandro's topic in Patch Notes Discussion
To each from their own perspective. My view on life differs greatly from others. This is why I learned to respect other's views...or at least I try to, not always successful I might add, heh. -
issue 26 Patch Notes for August 27th, 2019
Solarverse replied to Leandro's topic in Patch Notes Discussion
Then it would seem the proper solution would be to add options in game rather than removing things for everyone. You may have me on the statistics. I don't recall that poll, but that doesn't mean that it wasn't there. As far as having to redo the files after every patch, I would like to see an option added to allow those files to remain. I don't want to see anyone suffer migraines over sounds anymore than I want to see people lose sounds they love. There needs to be a way where everyone can be happy. The way this was implemented leaves some people with sad faces...percentage unknown. Some changes need to be options, this in my opinion was one of them among many. I appreciate your more logical reply to my post...much respect. -
issue 26 Patch Notes for August 27th, 2019
Solarverse replied to Leandro's topic in Patch Notes Discussion
Over half, eh? I'm not even going to go in to that with you. Instead I will stick to a strong logical point; everyone had the option to remove the sound themselves this whole time, instead of forcing it on to 100% of the players. Everyone had the option. I have some choice words for you, especially about the whole door hitting me on my way out thing. But I'm going to let that slide and stick with the facts and stay on point. -
Focused Feedback: Tank Updates
Solarverse replied to Leandro's topic in [Open Beta] Focused Feedback
Honestly, I was hoping for an aggro limit increase for tanks by 50 to 100%. This change is okay, won't complain about a buff, however, it just feels like there is very little difference between Brutes and Tanks now. They are pretty much the same with this change. Who knows, maybe it will play out better in game than it sounds on paper. I'm a realist, far from an optimist, but I will try and stay optimistic for this one and hold my final thoughts until after I have had a chance to experience this change. In any case, thanks for making the attempt, Leandro. A change was for sure needed. And whatever the long term affect this change has, I am personally very grateful that you and your team are listening and making positive changes. So thank you. :)