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plainguy
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This is a Petless Demon (whip)/Trick Arrow Mastermind. I am also doing 8/4 on it against COTs and Council. The the to hit debuffs of Trick Arrow is almost putting many defenses at defense cap or very darn close to defense cap. The good thing is Trick Arrow also has a Damage Debuff as well. So if you do get hit, you are getting hit for less. With full pets you are also dealing with Supremacy so reduced damage taken is further spread out against the pets. You can't get rid of Maneuvers, Tactics or Weave ( with Weave you are stuck with tough and kick or boxing, so 3 powers slotted to get Weave ).. You could get rid of Super Speed. Getting rid of hasten will hurt your Oil Slick with a 20 second recharge from 60 to 80 seconds and EMP arrow gets crushed on recharge and goes from 150 to 233 second recharge. So Combat Jump seems to be the only power you could TRY to remove and make up the difference you loose in IO sets.. Pick up Provoke. Then remove EG Crosspunch for a pet. Summon Swarm for Summon Wolves, Call hawk for Summon Lions. I would skip Fortify Pack.. and pick up the 2 pet upgrades. I would try to keep call raven as it is a cone aoe with a - Defense debuff on mobs as well. But you have several -Defense Debuffs from Oil Slick and Acid arrow that give mobs just about a -33% defense debuff. Further you have several - RES debuffs as well. Then if you had room for Fortify pack pick it up. My whole thought process around this is if I can solo 4/8 on Petless with these defenses due to To Hit Debuffs and damage debuffs. If you can some how keep the same number and provoke the Mobs onto you as if you were petless and solo then the debuffs doled out will also help your pets as many of the debuffs are AOE types.. Which in turn would keep them alive. So your going Tankermind with the Provoke. Wish you can get rid of entangle arrow instead of Glue arrow, but you can't You could stay with Mu Mastery but was thinking Dark for Oppressive Gloom for the enemy Stun. It works well on my Robot Traps Mastermind. Just another mitigation tool. Again the gist is Whips Trick Arrow defense numbers with Mastermind pets.. PETLESS BUILD This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Trick Arrow Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Corruption (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (5) Thunderstrike - Damage/Recharge (3) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance (34) Thunderstrike - Damage/Endurance/Recharge Level 1: Entangling Arrow (A) Gravitational Anchor - Chance for Hold Level 2: Flash Arrow (A) Accuracy IO Level 4: Glue Arrow (A) Impeded Swiftness - Chance of Damage(Smashing) Level 6: Kick (A) Mako's Bite - Accuracy/Damage (7) Mako's Bite - Damage/Endurance (13) Mako's Bite - Damage/Recharge (7) Mako's Bite - Accuracy/Endurance/Recharge (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge (21) Mako's Bite - Chance of Damage(Lethal) Level 8: Maneuvers (A) Red Fortune - Defense/Endurance (9) Red Fortune - Defense/Recharge (9) Red Fortune - Endurance/Recharge (11) Red Fortune - Defense/Endurance/Recharge (11) Red Fortune - Defense (13) Red Fortune - Endurance Level 10: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense/Endurance Level 12: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 14: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (21) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - Endurance/RechargeTime (17) Unbreakable Guard - RechargeTime/Resistance Level 16: Poison Gas Arrow (A) Fortunata Hypnosis - Chance for Placate Level 18: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Luck of the Gambler - Defense/Endurance Level 20: Acid Arrow (A) Bombardment - Chance for Fire Damage Level 22: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (25) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Hasten (A) Recharge Reduction IO Level 26: Lash (A) Touch of Death - Accuracy/Damage (29) Touch of Death - Damage/Endurance (29) Touch of Death - Damage/Recharge (33) Touch of Death - Damage/Endurance/Recharge (27) Touch of Death - Accuracy/Damage/Endurance (27) Touch of Death - Chance of Damage(Negative) Level 28: Disruption Arrow (A) Recharge Reduction IO Level 30: Crack Whip (A) Artillery - Accuracy/Damage (37) Artillery - Damage/Endurance (36) Artillery - Damage/Recharge (39) Artillery - Accuracy/Damage/Recharge (31) Artillery - Accuracy/Recharge/Range (34) Artillery - Endurance/Recharge/Range Level 32: Cross Punch (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Recharge/Chance for Knockdown (34) Superior Avalanche - Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Recharge Level 35: Oil Slick Arrow (A) Artillery - Accuracy/Damage (40) Artillery - Damage/Endurance (42) Artillery - Damage/Recharge (45) Artillery - Accuracy/Damage/Recharge (37) Artillery - Accuracy/Recharge/Range (50) Artillery - Endurance/Recharge/Range Level 38: Charged Armor (A) Steadfast Protection - Resistance/+Def 3% (39) Unbreakable Guard - Resistance (39) Unbreakable Guard - Resistance/Endurance (40) Unbreakable Guard - Endurance/RechargeTime (40) Unbreakable Guard - RechargeTime/Resistance Level 41: Electrifying Fences (A) Enfeebled Operation - Accuracy/Recharge (42) Enfeebled Operation - Accuracy/Immobilize (42) Enfeebled Operation - Accuracy/Immobilize/Recharge (43) Enfeebled Operation - Endurance/Immobilize (43) Enfeebled Operation - Accuracy/Endurance (43) Enfeebled Operation - Immobilize/Range Level 44: Thunder Strike (A) Obliteration - Damage (45) Obliteration - Accuracy/Recharge (46) Obliteration - Damage/Recharge (45) Obliteration - Accuracy/Damage/Recharge (46) Obliteration - Accuracy/Damage/Endurance/Recharge (46) Obliteration - Chance for Smashing Damage Level 47: Static Discharge (A) Artillery - Accuracy/Damage (48) Artillery - Damage/Endurance (48) Artillery - Damage/Recharge (48) Artillery - Endurance/Recharge/Range (50) Artillery - Accuracy/Damage/Recharge (50) Artillery - Accuracy/Recharge/Range Level 49: EMP Arrow (A) Lockdown - Chance for +2 Mag Hold Level 1: Supremacy Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;693;1386;HEX;| |78DA65945B6F125110C7CFB24B692914E8BDF40A2DD09BDBAEFAE68351AB46534C9| |3AA0F5625A42C656D0B6481A88F5EE22D3E68D5684C2FD668D517BF80F68B18BF82| |D6072F89371C77FE2D24BBC9F2DBF99F336766CE9C43FCD284E7EDD12BFB85E43FB| |4902C1412F164A1A89B8B4636E53A912C96CCE4822CE871D11BAA8C25A64B8B8BB9| |AC3AA1D32F0C233BD75935E360299D564F9AC6EC7CE28069E62E068E6533BAA9678| |BEAF687772A975B508F18739922F9FA2C6B524FA674B39031F29E6D3B4F836ECB98| |CEEB7A2A78386FCCAA5581E225247DB99D928CD1FBC42FF0949D6285A029C2B1CA5| |4D6603F83BDCE0C3D675E55767C8538E5B0B46BA449D0A420CFBB4E9A0C4DDEA0D1| |6E5A9376C989B8CEF4FF64145133C7F464601BCCC60BCCE67966807C5D12FBBADC9| |215A3B61EF430DD5EB081E9F1315BC9B78E7DA5BA16D67AFCCC7E1AABE79CA4FA8F| |5C4FC307A64C635EF653BCBB654B6BFE2A5BF9347C63FABF833F9837A86E1FEAF6C| |DF03A0AAD1340FC00E23722FE4D9ADF84F94D0EA7A535D1FC16D4DAF282D7687D09| |6E30DB5F317B5EC37EC30C936F1BFB8AB611EEC553EA7707F6BDE30C21AC88AE19F| |02CB3EF3C33780E4C306F517E9DC8AF13EB2DD37ADD58AF5BE69C071466BF9319AD| |61F6B898A15AE6DD8810BDECABF42E2B96D6B7CE0CAD30FB57C135E66D4218F1C28| |81743BC21C41B45BC01C4D310EF3DB525821E46DAF81C46D1C3287A18430F63E8E1| |266110F106EF719F861E810F99C3F7C125F00173CB23C4087C477E714F467F3377F| |D81FD177619147CB6DE1154F8AAA8730C758EA1CE31D4A5A15E0DF5DEA13D1A479F| |C67F3AAC3AE395BB5AEEAABEB7657AC4A44D99AABEC796F2C94D8A54AD7CB6295B1| |545924EF32EF41D97AC9DFC523DB6C4D50E3C660EDBE28FDB14CDA6ECB1297B6D4A| |9D7FE7BFA7BC490747C3F73EBA681A6753FE07FA97F48C| |-------------------------------------------------------------------|
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I play a lot of Petless mastermind builds and I have a whip kin and a whip Trick arrow. I have pretty much many whip builds that can achieve a specific defense cap. Though Kin sound great because of the drain and heal and much better since they changed it. But overall Trick Arrow with all its buff and debuffs just out shines Kin for killing power speed. Mind you my Kin is fully defense capped and my Trick arrow is not.. I am doing 8/4 COT radio mission on both. I try to get either a COT mission or a council mission for farming purposes. But even when draining mobs down to nothing their powers, and I mean all of them only cost 1 endurance.. So there is no real way to just totally drain a mob down to steady 0 or 1 endurance.. Which means a level 54 boss can still hit you with 6 attacks if he has 6 endurance. End result I find myself "Trying to stay alive" with the Kin much more than the Trick arrow toon. I would imagine this would also roll over to a full pet mastermind as well. I would imagine a Trick arrow ninja with full pets and provoke would work well based on the defense number I have solo.
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Good thing about Traps is you can almost defense cap with SO enhancers. Im big on Bots Trap because of Theme. But as mentioned Bots Time or Primary + Time is good for fast moving teams.. But I also have tanked when tank has died or went AFK ( DC ) at a bad moment with Traps. I also take Trip mine because in bad moments when all the bots die I can what I call "Turtle up" and I just drop Trip mines and keep my eye on my FFG not to get much aggro. Basically I want for Trip mines to clear out enough mobs to resummon pets. The great thing is the new commands make sure they don't move anymore. So I can summon bots at the distance and try to keep FFG between me and the bots and I will drop caltrops behind me as well to keep mobs off the bots while I resummon and upgrade.. I usually use 2nd upgrade first to get assault bot its swarm missiles.
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I have one at 50. Typical Range Cap Hover Blaster.. Though Range is at 44.something without hover.. But regardless I don't need to tell you.. It works well.. solos 3/8 steady and can do 4/8 always mob dependent decent..
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[How2] Basic Installation Guide [Windows]
plainguy replied to WanderingAries's topic in Homecoming Launcher
yea actually its on another drive. -
[How2] Basic Installation Guide [Windows]
plainguy replied to WanderingAries's topic in Homecoming Launcher
It didn't create the folders.. I know odd.. -
[How2] Basic Installation Guide [Windows]
plainguy replied to WanderingAries's topic in Homecoming Launcher
Negative on AV blocking unfortunately.. I was thinking it was hanging up looking for the old files to copy over.. -
Would it be possible to make Group Fly be auto turned off and just have the player go to Null the Gull to turn it on ? This QOL would help prevent pitting player against player when it comes to group fly in a team. Again this is more prevalent I would imagine for Masterminds using Group Fly for pets. Masterminds to some degree already have some stigma, adding Group Fly just adds to this mix. Again limited population. No need to have issues in such a limited population over a power. Mind you I know going to Pocket D and visiting Null the Gull shouldn't be game breaking request if you want it off. I would have no issue going there if on a team and I wanted it off. But again not everyone is accommodating or understanding. I do get it easier said than done as well.
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Same here been complaining about group fly since it came out.. I just wish they would not make it incumbent on players to disable group fly via Null the Gull. I would rather they reverse it. Visit Null the Gull if you want it on.. This would just stop the b!tching all together and stop making the player the enemy of the other player.
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[How2] Basic Installation Guide [Windows]
plainguy replied to WanderingAries's topic in Homecoming Launcher
Just following up .. I ran the old tequila install and it worked.. I assumed it wouldn't be working.. -
[How2] Basic Installation Guide [Windows]
plainguy replied to WanderingAries's topic in Homecoming Launcher
I am getting this.. I tried to run as administrator as well.. Just hangs.. I thought it was looking for other instances of COH to copy files over so I let it run over night.. Still no luck.. It is windows 10. -
I have several device toons. What I can tell you PRE PATCH.. Gun Drone would pull TONS of aggro that even if you waited and tried to build up aggro before dropping a Gun Drone it would just not survive. It would last seconds. The ONLY time Gun Drone worked well PRE PATCH was being a Hover Blaster. Being a Hover Blaster I did not see or realize the aggro issue of Gun Drone because I was just too high up. But once I created a DP Device, oh boy.. Noticed it in seconds.. That being said.. You will have no issues with Archery Device as a Range Cap Hover Blaster.. If you don't want Hover then you have to buy and max out the Jet Pack to 5 hours and keep on top of it. You should also buy the more expensive Jet Pack for that "OH CARP" I forgot to renew the jet pack and it expired mid mission. You go to your backup Jet Pack and then rebuy after mission. I will post my AR Device you can just swap out AR for Archery and IO the powers that are missing to cap out Range Defense. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Assault Rifle Secondary Power Set: Devices Power Pool: Fighting Power Pool: Speed Power Pool: Flight Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29) Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50) Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31) Level 4: Buckshot -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31) Level 6: Kick -- Acc-I(A) Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21) Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17) Level 12: M30 Grenade -- OvrFrc-Dam/KB(A), SprDfnBrr-Acc/Dmg(17), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(33) Level 14: Caltrops -- Rgn-Knock%(A), PstBls-Dam%(33) Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50) Level 18: Flamethrower -- Rgn-Dmg(A), Rgn-Dmg/Rchg(25), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(43) Level 20: Hover -- LucoftheG-Def/Rchg+(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Field Operative -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(39) Level 26: Ignite -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(36), PstBls-Dam%(46) Level 28: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(43) Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A) Level 32: Full Auto -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(48) Level 35: Weave -- LucoftheG-Def/Rchg+(A) Level 38: Gun Drone -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A) Level 44: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46) Level 47: Web Envelope -- GrvAnc-Hold%(A) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 1: Defiance Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23) Level 2: Stamina -- PrfShf-End%(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 4: Ninja Run Level 50: Agility Radial Paragon Level 50: Ageless Core Epiphany Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1501;690;1380;HEX;| |78DA6D94CB4F135114C667DAA9B5402DEFF2144AA56069A72DA02E8D4F82824110B| |76442C7D2A4294D3B24BAF299F82790A8801A9F1B373E30F18FF0B9326EFC03147C| |AC64514FE7FB5A3075D2CEEFF6BBF73BF7DC73723B79F178DDB3B1AB8715D57B2C6| |3140A7347E56D9979F719C35ACA1B19A5F4B8E5DBC589B969239B3293FA9142C158| |CA5873D3E90B19D35F9E9C59CAE516F3963E662453A6556818CF2E9879336BE9E58| |1776A7131A39F4CA716AC74365563FF9AC99966B2161399D28CCF1E4F9846D2CC17| |16D2B9F613B9F4BC5EDE63D29837E5551A5F6A93CC06E5DBAF949FA24B59112434C| |5B106EEBA0BEE5E053BEE815DF7C1CBFFF3726D0D63C41823466F82DE9040A557A5| |57A3475BFD77FF2E7AF7D23B2070C2AB399F33C797DCF715D7AE932F9897B4C2058| |FE2EA801674A343A2A9EECF0E5B6BFE025E13D5A3223FCF2368750FC887E09EC7E4| |13B0FE2958AA6B2DCF56FBD5893945B3D9A8920EB059037B9DE01571799993F710E| |2F5BE46BE4E49D6879C549F5F06DD52CF61C41F12B58135691886AF6D841C053B0E| |80E183A047E235219ED2D422838447E913AD857BB494828AD64ADE10F85913FF59E| |C1F982667C0DE736070160C9D0723E26A677EEDEC5982BD09B27741F62ECAF38605| |9DAC63E75B688177E0BEF7E407F2233D9FC0EB826EF6BB7B1DE78DCAAF1EC6EBB98| |5BA856E830377C81572158CAD819AD4A58FB5EA63AD6E56EE4FD1D51FC11EA1A8C3| |9EDBAF933132CEDA27C0AD7AB97F8C3768C7D39437D2C021C61BDA802FB289F5911| |FE44FE8D15FE46FE87F249ECEF3EAB3D01A25E738F788077897B4CA9D958F3CCA84| |56BE8AA244B16A4AABDC4E45B55705B65715BFD5C8900E958EEF3BB541681BDB9AA| |A9E92C180A6B48E839B3BD72F23DF78556EE12A2551A58C562923558AA7BEF28F51| |DC6A95CD7892E5A6EDF1E970C555FC0B9036EC32| |-------------------------------------------------------------------|
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Keep the Arch Types if you wish but power customization within them. Energy Blast can be standard beam from hands or Maybe a beam from the chest. Energy Blast doesn't have to be Energy with some power color customization and different effects. It could be mystical with some swirling ancient text. Energy Blast from a Staff. Follow the VEAT build types in which a player has MORE powers to choose from at a level. Basically NOT every AR Device has to be the same at any particular level. I would love to see 3 good options for each power pick per power pick level. Don't like burst then choose knife toss. Don't like Gun Drone then choose cluster missile Combining the ability to have different powers for each arch type along with different power customization and power placement on a character. You would have 100s of different options to be unique. Let me finally say I call it and congrats.
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I would look at Device since it is insta cast now.
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just posted something similar.. I agree..
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Change to current costume pieces REQUEST
plainguy replied to EnnVee's topic in Suggestions & Feedback
I like.. -
You might not agree with Gavric and it upset Jimmy. But Gavric did make some clear and concise points.. Retracted statements that Gavric felt were over stepped or incorrect. Again the Devs might not like this ATM. because they are at ground zero here.. But when you are at the 10k foot mark above it.. You appreciate the candid statements. I did like the notion of making COH Homecoming your own not completely sticking with the old concepts. But I can also understand that making NEW Content is a BIG STEP.. There is no one whispering in your ear how to fix or implement some things correctly. So you are testing it out and then pulling the trigger.. I get it.. Can't go to the moon sitting in an office chair.. Someone has to take that chance and jump in that rocket and take that risk.. This suggestion forum has so many ideas.. I just don't know if anyone is even categorizing this info. Again Gavric delivery might not have been 100 percent the best and he admits it. But again at least it was clear and had some decent points.
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I would like to see at some point in time the ability to have or access ALL Salvage, Recipes, INF/Money across all the characters on an account combined into one total list of some sort. There comes a point where just playing your characters just funds you enough money and IOs to finance and build out another character so there is minimal market playing required.. The problem comes when you are trying to switch merits, IO recipes and Salvage across toons. With 30+ level 50 toons it becomes a chore of logging in all your toons to build out one toon. This is my process when building out a new level 50 toon. I log in each toon. Check IO recipes stored on AH Then checking IO recipes stored on the toon. Then looking at which IO recipes you want to convert to others. So you are not just looking at for Luck of the Gambler Recipes, you are looking for Red Fortune and Reactive Defenses to convert to LOTG. Check for Merits Check for Converters so as not to buy more with Merits. Then it is creating the emails to send each IO recipe Email Money Email the Hero Merits Then checking salvage, usually the high end orange salvage and even yellow at times. Then you have to bring back to base the salvage to drop off in the empty salvage container you have just for this purpose.. You transfer over the High end salvage and then the Converters.. Sometimes requiring several log on and log off of the same character because you reached the 100 count limit on the salvage container.. Then of course this doesn't account for the next toon having the specific IO recipe you needed so you no longer have to convert a Positron Blast Damage IO to Energy because you found it on another toon. Reaching Recipe limit on the toon in question. Moving Recipes not needed to the mail system to make more room on the toon. End result Steps 1 to 10 are done repeatedly for the next 29+ other toons. This becomes a time consuming process. End result building out a character ends up being many hours of work and crafting. When someone is limited in game play that can be the span of several days committed to finishing out a level 50 character build. For me doing this it has taken me 4.5 hours over 2 days get this done. Again not knowing what each character had I a full mail system with IO recipes at the end that I needed to disperse back to other characters to hold. It becomes an arts and craft project that you need clean up afterwards as well. My suggestion, though might not be the best.. Have the computers at the colleges or base, inventory all the IOs and Salvage, Merits, candy canes, Brain Storms you have.. Maybe have a INF sink of 10 million to be able to do this, similar to the crafting table INF sink. Call me crazy but I would rather spend 60 minutes building out the toon and 3.5 hours actually playing the toon or several other toons.
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Definitely gave me a StarCraft Protoss look vibe.. Very cool
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Based on what you are saying I think it is fine. Recharge is good.. Defenses and Resistances could be better, but again your not looking to solo.. Maybe would have tried to squeeze out some Range defense at least.. But again as per your wording not an issue..
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I'm counting 38 defenses for pets with FF Gen and Unique IOs adding in Pets Maneuvers as well You made it clear you are NOT looking for Tankermind. Your defenses are decent.. Recharge is decent for double Triage Beacon. You have another heal as well. End use bit concerned.. Rule of thumb is usually EndRec is 2 points above your EndUse.. So EndRec should be 3 or you will be having some End issues from time to time. But again the Unique IOs for Endurance look like they get you close to the 3 EndRec suggested. Again your not solo but in group so someone else will cover short comings with some sort of buff or toggle.. EG Maneuvers.. BTW for those interested how I got this open.. left click the link and open in another tab and the download option will pop up. Assuming clicking it is not working for you as it is not for me.
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No one ever said change the current power.. Make that clear.. Option via IO.. Just clarifying that.. Any other changes I leave to the Devs.. If having the option drops the hit debuff to a useless level the that should be made clear.. Devs - Hey we looked into this as we thought this might be a possible idea and concept but during our power calculations we realized the penalty to the hit debuff for having the OPTION to removing repel IO was just not worth the time and effort. . Basically the Hit debuff would be reduce to a useless/negligible state that ended up not being of any value for the players.. Again assuming they would even consider addressing this..
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I never said I wanted to keep them in a corner but they don't stay.. Someone else posted an issue or a request and I came up with a suggestion via an IO.. But after thinking about it and reading it, you know I wouldn't mind being able to just have hurricane debuff or a team or even myself and not have the repel.. I think Hurricane without repel and its hit debuff is more useful on a team on a regular basis then how it is atm.. But I also see the benefit of repel as well even if situational or behind a team and during AV fights..