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Glowman

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Posts posted by Glowman

  1. 48 minutes ago, Tonio said:

     

    The AFK fire build has no Burn, but the "how to afk farm" mentions putting Burn on auto.  Should I use Atom Smasher, or is that an error in the build?  Also, mids is showing a Knockback Protection of "1".  Is that correct?

     

    Thanks!

    Ya, auto atom smasher.

  2. I'm wondering if both focused accuracy and tactics aren't just set mules for the recharge bonuses. I turned both off and it didn't seem to make any difference in my ability to clear the map in under 10 mins while afk (assuming the mobs came my way and/or I was able to alt + tab to reposition once in a while).

  3. I will let you know once I've reached full tier 4s, but buying/converting 2 purples isn't a big deal if that's all it takes. Clears the map afk in under 10 mins easy and is a great passive money maker. I think inspirations are the most underrated resource in all of CoH, personally. I also prefer one of the 10 min recharge radial pets so that I can summon each map.

  4. 15 hours ago, Emprad said:

    I just made the S/L afk build and I'll say that i dont have any incarnates on him yet so I don't have agility or ageless to help but I sent him in the 5 min afk farm and his end crashed in less than a minute with all 11 toggles and just atom smasher on auto.. are all 11 toggles nessicary? Will agility and ageless fix this? Other than the end problem it seems like an amazing afk build though, thank you!

    I also had this issue with all tier 3 incarnates. I make sure any travel stuff is off (sprint, etc) and leave maneuvers off. To compensate I eat 2 purples when I park in the middle of the map. That’s plenty of time to take the alpha and def is fine for rest of map. 

  5. On 7/22/2022 at 3:35 PM, Sovera said:

     

    It has use in niche situations. You might deem them important enough to pick Taunt, but don't be forced by others.

     

    - Taunting Hami's mitos. While staying at range a Tanker will use Taunt to keep the mitos focused on them. Only important if you get picked to do it (I got picked once, said I didn't had it and the raid leader did not even blink and just asked someone else so there is no drama).

    - Forcing ranged mobs to come close. The annoyance of mobs who stay far and plink at us forcing to be killed one by one is mitigated by Taunt. But using Taunt or jumping over and arrest them with a refreshing dousing of napalm is the same to me. I experimented with Battle Maiden to see if I could lure her out of the blue circles but she refused and that ended my brief experiment.

    - Forcing mobs attacking squishies to redirect to you. Currently not very useful once having agro cap, but will work better with the next patch currently in beta. Still, my approach is keeping a look on the battle field and if I see mobs peeling off to go hug my squishies I just jump over and dump some gas on the mobs before flicking a match.

     

    Most of the time I see Taunt used 'wrong' with Tankers jumping into a group and then using it, or just mixing it in their rotation. My brother in tankyness, you are in the middle of the group, you've just agroed them all with your aura so why are you taunting...?

     

    So with all said you don't need to excuse yourself if you want to take Taunt. It's perfectly fine and it does have uses. But if you want to live without it is equally fine and viable thus pick what -you- want.

     

     

    I agree 100%. The only other reason to run taunt IMO is for hard mode content. The auto hit is really great there. So, I run a separate build for when I do that.

  6.  

    SG Name: The Dark Horses

    RP/RP Friendly: Yes. Light-Medium RP.

    Theme/Era: Street level heroes.

    Redside/Blueside: Blueside and Vigilantes.

     

    Recruitment Message:

     

    Based out of a decommissioned firehouse in Brickstown, The Dark Horses are a team-based, light to medium RP, supergroup of predominantly street level superheroes, inspired by groups like The Defenders. Street level is more a description of our focus on being local heroes than the power level of the members of our group. Do we sometimes team up to save the world? Sure. However, most of our time and efforts are spent keeping Brickstown and Paragon City safe. The Dark Horses are focused on building an active community in City of Heroes on Everlasting. There will be weekly opportunities for both RP and content, as well as an active Discord to discuss real life, game stuff and to keep the RP coming.

     

    image.thumb.png.9241a33e9013d6514ee9be67a47e4957.png

  7. Looking to put together a fire/fire build for Hardmode content (801, ASF, new ITF). Does anyone have a tough build I could look at for inspiration? Seems like you might have to take an entirely different approach from the usual in building this way. Hard to blap if you’re dead…

  8. I've run the new itf twice, both on different characters. The first time I ran it, my screen froze continually the entire mission. I could hear what was going on and type to my team, but couldn't see anything beyond the frame I froze on.

     

    This happened again on a different toon last night. After the first crash I wondered if there was anything the two characters had in common. The only power that I could think of was super speed. After turning super speed off I did not have any further crashes on that mission.

     

    That mission was the only place I had any problems.

     

    It may be unrelated, but I thought it worth posting.

  9. On 11/24/2019 at 6:53 PM, Doomrider said:

    This build is my current Peacebringer build. It's a Triform flex build. 20% positionals in all forms. 32.5% to all positionals w/ defensive toggles up for hard target fights since our ST chain is all human.

    Doom's Current Tri-form 'Flex' Build (20 positional def in all forms; 32.5 to positions def in human w/ toggles)

    Doom's Current Tri-form Peacebringer proc chain 20% positionals 32.5% human flex build.mxd

    image.thumb.png.1d74ec7d9f4bfa26572648fe90b6ffc7.png

    image.png.b4d29832b5cfb4f033466638538fd409.png

    Features:
    20% def to positional defense in all forms. 32.5% in human when defensive toggles on. I use this during AV fights since my ST chain is all human.
    Perma Lightform*

    140% global recharge (hasten's bonus included) 
    *Hasten and Lightform are made perma utilizing the recharge bonus from Cross Punch (10% per enemy hit) and FFB proc in Solar Flare which is constantly up when we're cycling aoe's due to Solar Flares good proc rate.
    Optimal ST attack chain Gleaming / Radiant / Crosspunch -> Repeat, fully proc'd for maximum ST damage. Achilles and FotG procs in the chain help push dps and soften up hard targets.


    Inner Light takes L21 gaussian's set to maximize the BU proc chance by keeping the enhanced recharge value as low as possible while still benefiting from the positional set bonuses. This way this turns Inner light into essentially Build up + Aim for 5 seconds which really allows you to maximize your aoe burst. (ie. Inner Light-> Dawn Strike -> Solar Flare; with this combo most mobs will be dead at which point you can wipe up stranglers with Nova form Aoes)

    Which incarnates would you recommend on this tri-form flex build?

  10. On 4/26/2019 at 4:33 PM, Action Sloth said:

    -PLEASE NOTE-

             THESE BUILDS ARE MEANT TO BE RESPEC'D INTO AT LEVEL 50. THESE ARE NOT LEVELING BUILDS, AND I DO NOT ADVISE USING THEM AS SUCH.

    UPDATE January 12, 2020 : 
                     New Budget Triform Build On Second Page! High-End Build To Come!
                                     - Also, Budget And High-End Biform Builds In The Works!

    • Here is the updated-for-i25 version of the MFin WS build I made on live. You may have seen it posted in the WS and/or guide forums back in the day. It's a very active and fun build to play and I will include a couple different versions. The build can handle anything on +4/x8, including AE farms of any damage type, but farming AE is slower than with a brute, and not this build's aim. Additionally, like any softcapped build without DDR, things get hairier when you encounter cascading defense failure. Fortunately the build has plenty to fall back on and can comfortably solo large +4 groups in environments like the ITF.
       
      If you have any questions about the build feel free to shoot me an in-game tell or, preferably, an email @Action Sloth.
       
      Additionally, I'd be happy to work with you to help tweak any of the builds to your preferences and playstyle, though the turnaround time will vary with my irl schedule and the feasibility, amount, and comprehensiveness of the changes you want to make. Just hit me up in one of the ways outlined above and we'll work something out. My goal is to enjoy my character and help others enjoy their Warshades as much as I do mine.
       
      Pros:
      • Softcapped Smashing/Lethal/Melee defense
      • High defenses to everything else
      • Perma Hasten and Eclipse
      • Just a few seconds off perma Mire
      • Capped Resist to all with 4 enemies(to all but psi/tox [very close] with 3)
      • Can permanently maintain 3 Dark Extraction pets
      • Full Heal and 90 Endurance off two bodies every 8.02 seconds (i.e. endless endurance and HP in most situations)
      • Metric tons of CC
      • Some flexibility in customization
      • Low expectations from teammates  😎
      • Good for stealthing and teleporting in speed runs
         
         

     

    Cons:

    • No defined role in teams beyond being able to face tank and kill everything (a version of the build with provoke, which allows you to tank, is listed in the following post. I have successfully tanked UGT with provoke on an older version of the build)
    • Very reliant on enemies leaving bodies
    • Reliant on Clarion or teammates for mez Protection
    • Weaker (but can still solo) when fighting single AVs. The more, the better.
    • Mid-range damage compared to other classes (will do some DPS trials and get hard numbers in the future)
    • No Super Jump (Not much of a con considering inherent teleport and plethora of flying temps/prestige powers)

     

    This build uses Agility Core Paragon which allows me to slot more procs in to help with damage output. I chose procs over damage or further recharge boosts due to diminishing returns. If anyone has other suggestions for increasing the DPS of this build, feel free to float your ideas in the replies. Additionally, Assault is a free power, you can put whatever you like in that spot. I took it primarily to squeeze out an extra bit of damage for farming. Other decent options include:

    • Super Jump
    • Tactics (you can move a slot from one of the three-sided defense powers to slot the Gaussians proc in addition to an end redux)
    • The self rez
    • Nova form if you want it for looks or Fly
    • A shield of your choice in case you mess up Eclipse or for looking pretty

     

    Without further ado, here's the build:

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

    ,: Level 50 Science Warshade

    Power Pool: Speed

    Power Pool: Leaping

    Power Pool: Leadership

    Power Pool: Fighting

     

    Hero Profile:

    Level 1: Ebon Eye -- SprKhlGrc-Rchg/FormBuff:50(A)

    Level 1: Absorption -- UnbGrd-Max HP%:30(A), UnbGrd-ResDam:50(46), UnbGrd-ResDam/EndRdx:50(48), UnbGrd-Rchg/ResDam:50(50)

    Level 2: Gravity Shield -- UnbGrd-Rchg/ResDam:50(A), UnbGrd-ResDam:50(5), UnbGrd-ResDam/EndRdx/Rchg:50(31), UnbGrd-ResDam/EndRdx:50(43)

    Level 4: Super Speed -- EndRdx-I:50(A)

    Level 6: Shadow Blast -- Apc-Dmg:50(A), Apc-Dam%:50(7), Apc-Dmg/Rchg:50(7), Apc-Acc/Dmg/Rchg:50(11), Apc-Dmg/EndRdx:50(11), GldJvl-Dam%:50(43)

    Level 8: Orbiting Death -- Erd-Dmg/Rchg:30(A), Erd-Dmg:30(9), Erd-%Dam:30(9), ScrDrv-Dam%:50(17), Arm-Dam%:50(40), FuroftheG-ResDeb%:50(40)

    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)

    Level 12: Sunless Mire -- SprEssTrn-Acc/Dmg:50(A), SprEssTrn-Dmg/Rchg:50(13), SprEssTrn-Acc/Dmg/Rchg:50(15), SprEssTrn-Dmg/EndRdx/Rchg:50(15), SprEssTrn-Acc/Dmg/EndRdx/Rchg:50(17), SprEssTrn-Rchg/Global Heal:50(37)

    Level 14: Shadow Cloak -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(37)

    Level 16: Dark Detonation -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(23), Rgn-Acc/Dmg/Rchg:50(25), Rgn-Acc/Rchg:50(25), Rgn-Dmg/EndRdx:50(27), OvrFrc-Dam/KB:50(27)

    Level 18: Gravity Well -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(19), SprBlsCol-Acc/Dmg/Rchg:50(19), SprBlsCol-Acc/Dmg/EndRdx:50(21), SprBlsCol-Dmg/EndRdx:50(21), Hct-Dam%:50(23)

    Level 20: Black Dwarf -- StdPrt-ResDam/Def+:30(A)

    Level 22: Stygian Circle -- EffAdp-EndMod/Rchg:50(A), EffAdp-EndMod/Acc/Rchg:50(31), EffAdp-EndMod:50(34), Mrc-Heal/Rchg:40(37), Mrc-Heal/EndRdx/Rchg:40(39), Mrc-Heal/EndRdx:40(45)

    Level 24: Combat Jumping -- LucoftheG-Rchg+:50(A)

    Level 26: Unchain Essence -- SprKhlGrc-Acc/Dmg:50(A), SprKhlGrc-Dmg/Rchg:50(29), SprKhlGrc-Acc/Dmg/Rchg:50(29), SprKhlGrc-Dmg/EndRdx/Rchg:50(31), SprKhlGrc-Acc/Dmg/EndRdx/Rchg:50(42), PstBls-Dam%:50(43)

    Level 28: Inky Aspect -- AbsAmz-ToHitDeb%:50(A)

    Level 30: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(45), LucoftheG-Def/EndRdx:50(48)

    Level 32: Quasar -- Arm-Dmg:50(A), Arm-Dmg/EndRdx:50(33), Arm-Acc/Dmg/Rchg:50(33), Arm-Acc/Rchg:50(33), Arm-Dmg/Rchg:50(34), Empty(34)

    Level 35: Dark Extraction -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(36), ExpRnf-Acc/Dmg/Rchg:50(36), ExpRnf-EndRdx/Dmg/Rchg:50(36)

    Level 38: Eclipse -- UnbGrd-ResDam:50(A), UnbGrd-EndRdx/Rchg:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(39), UnbGrd-Rchg/ResDam:50(40)

    Level 41: Boxing -- Mk'Bit-Acc/Dmg:50(A)

    Level 44: Tough -- GldArm-3defTpProc:50(A)

    Level 47: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(48), LucoftheG-Def/EndRdx/Rchg:50(50)

    Level 49: Assault -- EndRdx-I:50(A)

    Level 1: Brawl -- KntCmb-Acc/Dmg:35(A)

    Level 1: Dark Sustenance

    Level 1: Shadow Step -- BlsoftheZ-ResKB:50(A)

    Level 1: Sprint -- Empty(A)

    Level 2: Rest -- Empty(A)

    Level 4: Ninja Run

    Level 10: Shadow Recall -- BlsoftheZ-ResKB:50(A)

    Level 2: Swift -- Empty(A)

    Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(5), Pnc-Heal/+End:50(42), Prv-Absorb%:50(50)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- PrfShf-EndMod:50(A)

    Level 24: Black Dwarf Antagonize -- MckBrt-Rchg:50(A)

    Level 24: Black Dwarf Drain -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx/Rchg:35(3), KntCmb-Dmg/Rchg:35(42), KntCmb-Dmg/EndRdx:35(46)

    Level 24: Black Dwarf Mire -- Obl-Acc/Rchg:50(A)

    Level 24: Black Dwarf Smite -- KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx/Rchg:35(3), KntCmb-Dmg/EndRdx:35(45), KntCmb-Dmg/Rchg:35(46)

    Level 24: Black Dwarf Step -- BlsoftheZ-ResKB:50(A)

    Level 24: Black Dwarf Strike -- KntCmb-Acc/Dmg:35(A)

    Level 50: Agility Core Paragon 

    What is the empty slot on Quasar supposed to be?

  11. On 11/24/2019 at 6:53 PM, Doomrider said:

    This build is my current Peacebringer build. It's a Triform flex build. 20% positionals in all forms. 32.5% to all positionals w/ defensive toggles up for hard target fights since our ST chain is all human.

    Doom's Current Tri-form 'Flex' Build (20 positional def in all forms; 32.5 to positions def in human w/ toggles)

    Doom's Current Tri-form Peacebringer proc chain 20% positionals 32.5% human flex build.mxd

    image.thumb.png.1d74ec7d9f4bfa26572648fe90b6ffc7.png

    image.png.b4d29832b5cfb4f033466638538fd409.png

    Features:
    20% def to positional defense in all forms. 32.5% in human when defensive toggles on. I use this during AV fights since my ST chain is all human.
    Perma Lightform*

    140% global recharge (hasten's bonus included) 
    *Hasten and Lightform are made perma utilizing the recharge bonus from Cross Punch (10% per enemy hit) and FFB proc in Solar Flare which is constantly up when we're cycling aoe's due to Solar Flares good proc rate.
    Optimal ST attack chain Gleaming / Radiant / Crosspunch -> Repeat, fully proc'd for maximum ST damage. Achilles and FotG procs in the chain help push dps and soften up hard targets.


    Inner Light takes L21 gaussian's set to maximize the BU proc chance by keeping the enhanced recharge value as low as possible while still benefiting from the positional set bonuses. This way this turns Inner light into essentially Build up + Aim for 5 seconds which really allows you to maximize your aoe burst. (ie. Inner Light-> Dawn Strike -> Solar Flare; with this combo most mobs will be dead at which point you can wipe up stranglers with Nova form Aoes)

     

    Is this the order you would take the powers? Also, I assume the slots aren't intended to be in level order considering we can't put enhancements in White Dwarf Flare, for instance, until level 20?

  12. 21 hours ago, Ghimel said:

     

    I think my last question!  You took Radial over Core for your Hybrid.  Does the doublehit proc often enough to outweigh the near constant uptime of Core (because dots)?  I was leaning toward Radial, but then I had to read about it and now I'm more confused than I was originally lol.

     

    Honestly? I'm not sure. Haven't really paid close enough attention. 

  13. 1 hour ago, Ghimel said:

     

     

    Hmmm...  I will think on these things.  @Glowman I take it your examples include incarnates?  Do you use any end modification incarnates to help?

     

    My build experience is with incarnates, but none of them add to my end. With Radiation Therapy end is only a problem if I'm hitting all my buttons, don't have a crowd to fill with Radiation Therapy and am not paying attention. I also keep Recovery Serum in case I need it. I'm running the following:

     

    Alpha - Musculature Core Paragon

    Interface - Reactive Radial Radial Flawless Interface

    Judgement - To taste.

    Destiny -Rebirth Radial Ephipany

    Lore - To taste. 

    Hybrid - Assault Radial Embodiment.

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