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kenlon

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Everything posted by kenlon

  1. I wouldn't put "change the UI to match updated functionality" as something that should invoke the cottage rule. When fast-snipe is the default state for the power, the ring should only show when you're at sufficient to-hit to get the better damage scale.
  2. Is this a property that is set per-object, or something global for everything the power summons? The more weighty animation works well for very heavy stuff like dumpsters, but some of the lighter objects look odd - especially crates.
  3. . . . wait, seriously? This is your actual argument? Why on god's green and fuzzy earth would anything need to be done to IOs if low level characters got access to SOs?
  4. You wouldn't be removing them just to remove them, though - you'd be removing them and having SOs drop in their place.
  5. One of the big reasons why DFB is the only sane way to level early on is that it keeps you at levels 1-4, meaning that the fact that you have no enhancements doesn't matter. If you go out and do mission arcs, the fact that your powers are way below what they, sanely, should be (SO level enhancements), makes it painful. I've been playing in a duo with my wife - no XP boosters, no DFB, basically recapturing what we did way back when the game was first live - and it makes it abundantly clear just how badly balanced the game is before you hit 22. Even getting DOs in only helped a little. And as far as actually getting low level SOs, assuming you just replace the drop table spots for TOs/DOs with their SO equivalents, then you can get the SOs from doing missions, or from the AH from other people who are doing low level content. I mean, sure, doing DFB will still be better XP per time spent, but having access to actually decent enhancements would make *not* doing DFB far less painful. And that would be a good thing, I think.
  6. This is a pipe dream, but: The biggest problem with the early game in CoH, and the biggest reason that people want to powerlevel past it as fast as possible, is that playing before you get SO level bonuses *sucks balls*. (Yes, I know that most people are using IOs, not SOs, but the principle applies. Having a limited selection of powers and a small number of slots in them is limiting enough, without having enhancements that do almost nothing for you. If we could slot in SOs right from the start, then doing mission arcs or radio missions would actually be a fun alternative to running DFB over and over again to get to 22. Thoughts?
  7. They were talking about the Elusivity idea that you floated in your defense rework proposal.
  8. To give them the benefit of the doubt, you could change their statement from "Math doesn't tell the whole story of Catrina's defense" to "Build designer math doesn't tell the whole story of Catrina's defense", because it is true that Pine's/Mid's doesn't have knobs for adjusting the incoming damage amounts based on effects like slow/-to-hit, etc.
  9. That makes no sense - the only thing that Tough gives is S/L resist, so I would get nothing out of taking it if I'm at the 90% cap already. I already don't die at +4/x8 with my current build (which includes the fighting pool), but I take ages to kill things. What do I need to be tankier for? If I can keep the same or better level of tankiness but increase my damage output, I can do more with my tanker. If someone understands the tradeoff they are making by dropping fighting, and are willing to pay the silly amount of inf for the enhancements needed to do it, a build like this could work fine for anyone. It's an excellent power if you have the power choices to spare and you need the defense, I agree. My current build skips Energy Punch and Bone Smasher and takes Boxing, Kick, and Cross Punch instead. I know how much damage they do. My final build has defense numbers of 44.1% S/L , 42.8% F/C, 43.5% En/Neg, 13.1% Psi, and positionals all in the 22%-27% range. These are comparable numbers to my current build. (I'm more over-cap on S/L, but otherwise within 1.5%.) My resist numbers are all better than my current build with fighting in it. 25% better for F/C, 16% for E/N, 8% for toxic, and 10% for psionic. And I get more damage, better to-hit bonuses, more recharge, significantly more net endurance recovery, the whole leadership pool for team bonuses . . . This might be a silly-expensive build. I would certainly get far more damage out of putting this inf into any other AT over this one, but so what? This is still a good build.
  10. The improvement from moving steadfast is minuscule, but it's not like I ever exemp down low enough to not have Unyielding, so why not? (Frankly, I do very little low level exemping at all.) And rather than drop the four slot LotG and the recharge that goes with it, I can move the shield wall slot over to Tough Hide and change the 3 slot LotG there to a four slot Shield Wall. I'm still at softcap for everything with two enemies in melee, and that does give better resists, so thanks for pointing it out.
  11. And another revision back at you - I think this may be my final one. I dropped the sets from Build Up and Tactics for Hami-Os, like yours, but kept Gaussian proc in Build Up. I used the slots to get another set of Reactive Armor in Resist Energies, keeping me at a full 5 1.25% S/L and En/Neg def bonuses, and pulled the frankenslotting in Barrage for a Mako's Touch set for that bit more En/Neg defense. The rest of the slots went to a 4 slot LotG in Invincibility and a three slot in Tough Hide, letting me keep the +9% accuracy I had been getting from Adjusted Targeting in Tactics, and letting me sneak in a bit of recharge. In the end, I have almost exactly the same def numbers as your build, outside of Fire/Cold, and my resists are about the same. I still haven't priced this out, and I'm vaguely terrified of how much farming I'm going to have to do to get this setup. . . Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Deep Pockets: Level 50 Technology Tanker Primary Power Set: Invulnerability Secondary Power Set: Energy Melee Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Temp Invulnerability (A) Reactive Armor - Resistance/Endurance (5) Reactive Armor - Resistance/Recharge (7) Reactive Armor - Resistance/Endurance/Recharge (7) Reactive Armor - Resistance (31) Gladiator's Armor - TP Protection +3% Def (All) (31) Steadfast Protection - Resistance/+Def 3% Level 1: Barrage (A) Mako's Bite - Accuracy/Damage (9) Mako's Bite - Damage/Endurance (9) Mako's Bite - Damage/Recharge (11) Mako's Bite - Accuracy/Endurance/Recharge (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge (13) Mako's Bite - Chance of Damage(Lethal) Level 2: Energy Punch (A) Pulverizing Fisticuffs - Accuracy/Damage (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge (15) Pounding Slugfest - Accuracy/Damage (17) Pounding Slugfest - Damage/Endurance (17) Pounding Slugfest - Damage/Recharge Level 4: Bone Smasher (A) Superior Blistering Cold - Accuracy/Damage (19) Superior Blistering Cold - Damage/Endurance (19) Superior Blistering Cold - Accuracy/Damage/Endurance (21) Superior Blistering Cold - Accuracy/Damage/Recharge (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 6: Combat Jumping (A) Defense Buff IO (37) Defense Buff IO (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 8: Unyielding (A) Reactive Armor - Resistance/Endurance (23) Reactive Armor - Resistance/Recharge (25) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance Level 10: Resist Physical Damage (A) Resist Damage IO Level 12: Resist Energies (A) Reactive Armor - Resistance/Endurance (23) Reactive Armor - Resistance/Recharge (27) Reactive Armor - Resistance/Endurance/Recharge (48) Reactive Armor - Resistance Level 14: Dull Pain (A) Numina's Convalesence - Heal/Recharge (27) Panacea - Hea/Recharge (29) Preventive Medicine - Heal/RechargeTime (29) Doctored Wounds - Heal/Recharge Level 16: Super Jump (A) Jumping IO Level 18: Invincibility (A) Luck of the Gambler - Defense/Endurance (31) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Recharge (46) Luck of the Gambler - Recharge Speed Level 20: Whirling Hands (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Recharge (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Recharge/Chance for Knockdown Level 22: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 24: Maneuvers (A) Defense Buff IO (34) Defense Buff IO Level 26: Tough Hide (A) Luck of the Gambler - Defense/Endurance (36) Luck of the Gambler - Defense/Recharge (37) Luck of the Gambler - Defense Level 28: Build Up (A) HamiO:Membrane Exposure (36) HamiO:Membrane Exposure (37) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Tactics (A) HamiO:Cytoskeleton Exposure (36) HamiO:Cytoskeleton Exposure Level 32: Resist Elements (A) Resist Damage IO Level 35: Energy Transfer (A) Superior Gauntleted Fist - Accuracy/Damage (39) Superior Gauntleted Fist - Damage/RechargeTime (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (40) Superior Gauntleted Fist - RechargeTime/+Absorb Level 38: Total Focus (A) Superior Might of the Tanker - Accuracy/Damage (40) Superior Might of the Tanker - Damage/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Recharge (42) Superior Might of the Tanker - Damage/Endurance/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (43) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 41: Char (A) Superior Entomb - Accuracy/Hold (43) Superior Entomb - Hold/Recharge (43) Superior Entomb - Endurance/Recharge (45) Superior Entomb - Accuracy/Hold/Endurance (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge Level 44: Melt Armor (A) Achilles' Heel - Chance for Res Debuff Level 47: Fire Ball (A) Superior Frozen Blast - Accuracy/Damage (48) Superior Frozen Blast - Damage/Endurance (48) Superior Frozen Blast - Accuracy/Damage/Endurance (50) Superior Frozen Blast - Accuracy/Damage/Recharge (50) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (50) Superior Frozen Blast - Recharge/Chance for Immobilize Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Endurance Modification IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Healing IO (3) Numina's Convalesence - Heal (46) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (3) Performance Shifter - EndMod (5) Performance Shifter - Chance for +End ------------
  12. I wasn't particularly wanting to max out my recharge - though I should take another look at that. And I did intentionally lean into minimum slots spent on my defensive powers so I could max slot more attacks. Hm. Surprised that you didn't put in a Gladiator's Armor 3% Def in your build, especially since you are 5 points short of the En/Neg def cap. I'd value that over the +res 5% from Shield Wall, myself. You'd still hit the S/L resist cap without it, and you could possibly reslot to lose some of the excess F/C def and gain some slots back. (Also, I'm assuming that you actually wanted Membrane Exposures in Build Up rather that Cytoskeleton Exposures, since they have the same to-hit buff, and the Membranes have recharge reduction as well.) Things I don't like in your build: Putting Gaussian in Tactics, since that wastes the coordinated damage boost you get from the proc going off reliably when you hit Build-up, even though that does mean your build has much more to-hit buffing than mine. Slotting Char for damage rather than hold - Char is mediocre damage, the whole reason I want it is to have a reasonably quick recharging, stackable hold I can slap on things. Things I do like and am stealing: Frankenslotting Dull Pain is a much better way to do it than chasing the set bonus. I can take those slots and shuffle them off to Temp Invuln and another Reactive Armor in. Not putting so many slots in Melt Armor. The marginal return I'm getting is really not great, and those 5 slots could get me two more full sets of Reactive Armor, which would put me a little overcap on S/L defense, though the En/Neg bonuses would be wasted. Or, more likely, I'd use them to grab another slot in Health for the Numina proc, add a slot to Combat Jumping and put the Shield Wall +res IO in there, and use the last three to get four Adjusted Targetings into Tactics for the To-Hit and the +Acc set bonus. I do lose some Defense, with this setup: 43.4 S/L, 43.4 F/C, 42.1 En/Neg, but I think the changes are worth it. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Deep Pockets: Level 50 Technology Tanker Primary Power Set: Invulnerability Secondary Power Set: Energy Melee Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Temp Invulnerability (A) Reactive Armor - Resistance/Endurance (5) Reactive Armor - Resistance/Recharge (7) Reactive Armor - Resistance/Endurance/Recharge (7) Reactive Armor - Resistance (31) Gladiator's Armor - TP Protection +3% Def (All) (31) Steadfast Protection - Resistance/+Def 3% Level 1: Barrage (A) Pulverizing Fisticuffs - Accuracy/Damage (9) Pulverizing Fisticuffs - Accuracy/Damage/Recharge (9) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge (11) Pounding Slugfest - Accuracy/Damage (11) Pounding Slugfest - Damage/Endurance (13) Pounding Slugfest - Damage/Recharge Level 2: Energy Punch (A) Pulverizing Fisticuffs - Accuracy/Damage (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge (15) Pounding Slugfest - Accuracy/Damage (17) Pounding Slugfest - Damage/Endurance (17) Pounding Slugfest - Damage/Recharge Level 4: Bone Smasher (A) Superior Blistering Cold - Accuracy/Damage (19) Superior Blistering Cold - Damage/Endurance (19) Superior Blistering Cold - Accuracy/Damage/Endurance (21) Superior Blistering Cold - Accuracy/Damage/Recharge (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 6: Combat Jumping (A) Defense Buff IO (23) Defense Buff IO (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 8: Unyielding (A) Reactive Armor - Resistance/Endurance (23) Reactive Armor - Resistance/Recharge (25) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance Level 10: Resist Physical Damage (A) Resist Damage IO (27) Resist Damage IO Level 12: Resist Energies (A) Resist Damage IO Level 14: Dull Pain (A) Numina's Convalesence - Heal/Recharge (27) Panacea - Hea/Recharge (29) Preventive Medicine - Heal/RechargeTime (29) Doctored Wounds - Heal/Recharge Level 16: Super Jump (A) Jumping IO Level 18: Invincibility (A) Defense Buff IO (31) Defense Buff IO Level 20: Whirling Hands (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Recharge (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Recharge/Chance for Knockdown Level 22: Taunt (A) Accuracy IO Level 24: Maneuvers (A) Defense Buff IO (34) Defense Buff IO Level 26: Tough Hide (A) Defense Buff IO (36) Defense Buff IO Level 28: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (37) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Tactics (A) Adjusted Targeting - To Hit Buff (46) Adjusted Targeting - To Hit Buff/Endurance (46) Adjusted Targeting - To Hit Buff/Recharge (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge Level 32: Resist Elements (A) Resist Damage IO Level 35: Energy Transfer (A) Superior Gauntleted Fist - Accuracy/Damage (39) Superior Gauntleted Fist - Damage/RechargeTime (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (40) Superior Gauntleted Fist - RechargeTime/+Absorb Level 38: Total Focus (A) Superior Might of the Tanker - Accuracy/Damage (40) Superior Might of the Tanker - Damage/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Recharge (42) Superior Might of the Tanker - Damage/Endurance/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (43) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 41: Char (A) Superior Entomb - Accuracy/Hold (43) Superior Entomb - Hold/Recharge (43) Superior Entomb - Endurance/Recharge (45) Superior Entomb - Accuracy/Hold/Endurance (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge Level 44: Melt Armor (A) Achilles' Heel - Chance for Res Debuff Level 47: Fire Ball (A) Superior Frozen Blast - Accuracy/Damage (48) Superior Frozen Blast - Damage/Endurance (48) Superior Frozen Blast - Accuracy/Damage/Endurance (50) Superior Frozen Blast - Accuracy/Damage/Recharge (50) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (50) Superior Frozen Blast - Recharge/Chance for Immobilize Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Endurance Modification IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Healing IO (3) Healing IO (46) Numina's Convalesence - +Regeneration/+Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (3) Performance Shifter - EndMod (5) Performance Shifter - Chance for +End ------------
  13. I don't hate it - I wanted to see if I could get to softcap without having to use those three power choices, especially since boxing/kick and tough are pretty much wasted. (I was able to get to 87.3% SL res without Tough using the build I posted - the extra resist isn't needed.) With the power choices I saved, I was able to put in all three leadership toggles for team buffing, heavily slot up multiple Pyre Mastery attacks (improving my abysmal damage output as an EM tanker) and I'm pretty happy with the outcome. *shrug* YMMV.
  14. I had been completely ignoring the Winter enhancements - which was a very big mistake. Still can't quite get everything capped, but I'm very, very close. I'm at 43.7% SL def, 44.6% Fire/cold, 44% En/Neg, so it only takes a couple enemies in melee to hit caps. Resists are also quite good, with 87.3% SL, 58.2% F/C (!), 34% E/N, and 37.2% Toxic. The psionic hole is still my weakness, since I didn't bother to work too hard fixing that. The goal of this build was to be able to free up the slots I'd been spending on the fighting pool, and have enough slots to take Pyre Mastery and slot it up for extra damage. I'd say I succeeded. I don't want to even think about how much inf this is going to cost me, though - what's the most efficient inf farmer around? ;D Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! Deep Pockets: Level 50 Technology Tanker Primary Power Set: Invulnerability Secondary Power Set: Energy Melee Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Temp Invulnerability (A) Steadfast Protection - Resistance/Endurance (5) Steadfast Protection - Resistance/+Def 3% (7) Gladiator's Armor - Resistance (7) Gladiator's Armor - TP Protection +3% Def (All) Level 1: Barrage (A) Pulverizing Fisticuffs - Accuracy/Damage (9) Pulverizing Fisticuffs - Accuracy/Damage/Recharge (9) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge (11) Pounding Slugfest - Accuracy/Damage (11) Pounding Slugfest - Damage/Endurance (13) Pounding Slugfest - Damage/Recharge Level 2: Energy Punch (A) Pulverizing Fisticuffs - Accuracy/Damage (13) Pulverizing Fisticuffs - Accuracy/Damage/Recharge (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge (15) Pounding Slugfest - Accuracy/Damage (17) Pounding Slugfest - Damage/Endurance (17) Pounding Slugfest - Damage/Recharge Level 4: Bone Smasher (A) Superior Blistering Cold - Accuracy/Damage (19) Superior Blistering Cold - Damage/Endurance (19) Superior Blistering Cold - Accuracy/Damage/Endurance (21) Superior Blistering Cold - Accuracy/Damage/Recharge (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 6: Combat Jumping (A) Defense Buff IO (23) Defense Buff IO Level 8: Unyielding (A) Reactive Armor - Resistance/Endurance (23) Reactive Armor - Resistance/Recharge (25) Reactive Armor - Resistance/Endurance/Recharge (25) Reactive Armor - Resistance Level 10: Resist Physical Damage (A) Resist Damage IO (27) Resist Damage IO Level 12: Resist Energies (A) Resist Damage IO Level 14: Dull Pain (A) Numina's Convalesence - Heal/Endurance (27) Numina's Convalesence - Endurance/Recharge (29) Numina's Convalesence - Heal/Recharge (29) Numina's Convalesence - Heal/Endurance/Recharge (31) Numina's Convalesence - Heal (31) Numina's Convalesence - +Regeneration/+Recovery Level 16: Super Jump (A) Jumping IO Level 18: Invincibility (A) Defense Buff IO (31) Defense Buff IO Level 20: Whirling Hands (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Endurance (33) Superior Avalanche - Accuracy/Damage/Recharge (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (34) Superior Avalanche - Recharge/Chance for Knockdown Level 22: Taunt (A) Accuracy IO Level 24: Maneuvers (A) Defense Buff IO (34) Defense Buff IO Level 26: Tough Hide (A) Defense Buff IO (36) Defense Buff IO Level 28: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (37) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 30: Tactics (A) To Hit Buff IO Level 32: Resist Elements (A) Resist Damage IO Level 35: Energy Transfer (A) Superior Gauntleted Fist - Accuracy/Damage (39) Superior Gauntleted Fist - Damage/RechargeTime (39) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (39) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (40) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (40) Superior Gauntleted Fist - RechargeTime/+Absorb Level 38: Total Focus (A) Superior Might of the Tanker - Accuracy/Damage (40) Superior Might of the Tanker - Damage/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Recharge (42) Superior Might of the Tanker - Damage/Endurance/Recharge (42) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (43) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 41: Char (A) Superior Entomb - Accuracy/Hold (43) Superior Entomb - Hold/Recharge (43) Superior Entomb - Endurance/Recharge (45) Superior Entomb - Accuracy/Hold/Endurance (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge Level 44: Melt Armor (A) Shield Breaker - Defense Debuff (45) Shield Breaker - Accuracy/Defense Debuff (46) Shield Breaker - Accuracy/Recharge (46) Shield Breaker - Defense Debuff/Endurance/Recharge (46) Shield Breaker - Accuracy/Endurance/Recharge (48) Shield Breaker - Chance for Lethal Damage Level 47: Fire Ball (A) Superior Frozen Blast - Accuracy/Damage (48) Superior Frozen Blast - Damage/Endurance (48) Superior Frozen Blast - Accuracy/Damage/Endurance (50) Superior Frozen Blast - Accuracy/Damage/Recharge (50) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (50) Superior Frozen Blast - Recharge/Chance for Immobilize Level 49: Assault (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Endurance Reduction IO Level 2: Rest (A) Endurance Modification IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Healing IO (3) Healing IO Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (3) Performance Shifter - EndMod (5) Performance Shifter - Chance for +End ------------
  15. Anyone manage to get an Inv tanker softcapped to all damage types (Other than psi, of course) without taking the Fighting pool? I've done a bunch of messing around in Pine's, but I always have at least one pair of damage types down at 37.5% or so.
  16. The server that has the manifest.xml appears to be down - and so is support.homecomingservers.com, so I can't file a ticket there.
  17. With the addition of the synergies to the Fighting pool attacks, the powers no longer display damage numbers when you Show Info on them in game. It'd be nice to get those (and any other synergistic powers that have the same problem) displaying accurate data. (I'm putting this here because it isn't exactly a bug, and depending on how the UI does things, may not be trivial to implement.)
  18. I'm finding that the amount of added defense I'm getting from nearby enemies is wildly inconsistent, and doesn't conform to how it is supposed to work. See this screenshot: https://i.imgur.com/9u0Ag5r.jpg I'm supposed to be getting 7.82% defense at base, and another 1.56% per nearby enemy, as I understand things, but sometimes, as you can see, I get the 7.82% defense per nearby enemy. That's fun, and all, but far less fun are the times I'm in a pile of mobs and I don't get the defense buffs at all. This may be something you want to look into.
  19. As I understand it, the LFG queue is currently nonfunctional. Is this something that is being worked on currently? Or is it waiting on some other fixes? I'd just like to get some idea on when we might be able to properly use it, if possible.
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