Crim_the_Cold

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  1. [QUOTE=Sharker_Quint;3201779]the bonuses are just flavor added to the io's. they are not meant to add what an enhancement does. [QUOTE]

    Wait a second here. Really? So then your telling me that 5 of the 7.5% LotGs which add up to 37.5% recharge aren't supposed to add up to what an enhancement does... like an even level SO providing 33.3% recharge.
  2. I've noticed after using Mid's for a while that it is very hard to build up set bonuses for any of the control attacks. The bonus amounts are decent but theres no way to get enough of those bonuses to amount to a significant change in mez duration. I tried slotting a build with 3 lockdown sets so it should have three 2.5% bonuses to hold duration, 7.5% total. On the longest duration hold out of the ones I had on that build, char, that 7.5% resulted in a 1 sec change. Wow I went from a 35 second hold duration to a 36 second hold duration. Its no small wonder that the sets that include recharge and defense bonuses are expensive. You can actually get enough of them with clever placement of slots to make a significant difference in your characters abilities.

    So what I'm suggesting is a buff to mez duration bonuses in sets. I have two ideas for that.

    The first idea is similar to what was done with the defense bonuses. If you get a bonus to one type mez duration then you get half that bonus to all the other types of mez durations.

    The second idea would be to change all the mez duration bonuses so that they effect every type of mez. An example would be instead of "5% bonus to immobilization duration" it would be "5% bonus to all mez durations".
    Pro: Would encourage a diverse set-up of abilities in control ATs to take advantage of the set bonuses.

    Con: Would probably require a moving the mez set bonuses to four through six in the list to prevent people from doubling up on bonuses from sets that have a mez bonus at just two peices slotted.
    I like my second idea more but thought I'd toss both out there.
  3. Smells like rotting eggs in here, there must be a necromancer at work...
  4. Okay was poking around in mid's and it looks like grav/energy is the magic combo. One thing I noticed though is poisonous ray has absurdly high damage. 400 dmg unenhanced. Also noticed the flurry thing... So what other random stupidities do I need to watch out for or include in my build?
  5. Be very careful. DeviantArt has some infected ads.
  6. I'm trying to decide between earth, energy, and ice for a secondary. Would a yank and gank strategy with a power-boosted wormhole work? Or am I just wasting my time?
  7. You missed an opportunity to throw a geeky quote in there as you were being defeated.

    You can't win, $target. If you strike me down, I shall become more powerful than you could possibly imagine.
  8. Crim_the_Cold

    Epic AT Equality

    Quote:
    Originally Posted by Techbot Alpha View Post
    Except that Rikti are Science origin the drug that changes the lost is a Rikti mutagen made by Rikti Scientists.
    But having Traditionalists and Restructurists would be awesome.
    Emphasis on the Mutagen part. What does a Mutagen do? Right it causes a mutation. The Rikti I was talking about putting as the mutant origin epic AT are the Lost who have been fully mutated into Rikti.

    I'm sure you could spin it the other way and honestly both science and mutation fit but I had to get my point across.
  9. Crim_the_Cold

    Fort Order?

    My tendency on my empath is to stay quite and not hand out fort for the first two groups see who gets hurt the most and therefore who I need to heal the most and they get it followed by the runner ups. I don't like to spend all my time healing since I have my attacks slotted.
  10. Quote:
    Originally Posted by Forbin_Project View Post
    Yeah you tried that lame excuse in the other threads you started about respecs.



    1. War witch we have a code red lame alert!

    2. i think we should get a freespec per active build when they are given out.

    3. 2 ?s

    4. 2 builds, 1 freespec?

    5. freespecs

    6. 2 more ?'s Deleted by mods

    And these are only the ones I participated in, there could easily be more considering the way you refuse to let your agendas go.

    Face it you aren't going to get them to change things just so you can get more respecs. Everything is working as intended.



    I don't need to make any efforts at all. You got your own threads locked and deleted, but if it makes you feel better to paint me as the villain in this quest for more respecs, go right ahead. I'm flattered that you put so much thought into my role in this.
    Get thee gone wicked wingie. We'll have none of your logical sort about.
  11. I fail to see the issue here. If you really do 220 mission in 40 days as a level 50 chances are you'll have gotten a purple recipe or two while doing the missions. Purples drop at a rate of about 1 every 5000 enemies right. In 220 missions you should be fighting quite a bit more than that even at the lowest settings. So what they've really done is made purples less rare for those with the sense to see it for what it is.
  12. Crim_the_Cold

    Epic AT Equality

    Quote:
    Originally Posted by Techbot Alpha View Post
    Rikti EAT, please
    Actually a Rikti EAT would fit perfectly into the mutation origin. Think about it, some of the Rikti in Paragon City and the Rogue Isles are former members of the Lost faction who have been mutated first from human to Lost and then all the way to Rikti. Once again both sides work because we have the traditionalist split. Or another path is that you regain your human mind and resume what would have been your alignment inclination before your mutation. Either way story line could be to start off with trying to save other Lost from sharing your fate then move on to helping put Trolls into rehab, move up to stopping the superadine trade by taking down the family and finnally maybe have a negotiations gone wrong mission on the Rikti Homeworld (cutscenes and all).
  13. Crim_the_Cold

    Epic AT Equality

    Quote:
    Originally Posted by AzureSkyCiel View Post
    I actually concur that it feels a little bit like warshades are the oddman out.
    But on the note of other Origin ATs:
    My vote goes for a Midnighter Magic EAT, a Preat Clockwork for Tech EAT (Tier nine is becoming a super Warwalker for a few minutes! Awwww Yeah!), and-... Can't think of anything for a mutant EAT.
    There are two problems I could see with a Midnighter Magic EAT. First would be the acronym that would result: MEAT. Secondly most of the missions would involve saving Percy from various villain groups that he keeps getting kidnapped by.

    Seriously though a Midnighter EAT could have a very cool story line that starts off with a hellion ritual goes through a few CoT cliches and eventually ends with stopping Darren Wade's plan. Midnighters even work for both sides since they accept both villains and heros into their ranks.
  14. Crim_the_Cold

    Epic AT Equality

    Just one more suggestion and then I'll stop posting after midnight(my brain runs on stupid after) for a while.

    We have Natural epic ATs and we have a Science epic AT. The other Origins are missing out! what about a Technology Epic AT and a Mutation Epic AT and a Magic Epic AT. No idea what they'd be but it feels like Paragon Studios is missing the opportunity to have a very cool set-up by filling out the Origins with Epic ATs.

    Its just my personal opinion but doesn't the Science Epic AT seem a little loney there with the other three Natural origin Epic ATs there.

    Oh well enough sleep deprived crazy talk from me for the night.
  15. Can Khelds unlock patron powers? Or do they not get those either?
  16. Damnit this made me remember that SWAT Kats is gone.
  17. Crim_the_Cold

    Epic AT Equality

    Since Kheldians have special spawns I was thinking that non-villain alignment Soldiers and Widows should have a hit placed on them by the Arbiters. It would be neat if the price for them going rogue from Arachnos was being the target of special arachnos hit squads especially if the units are unique for that purpose and have some special advantage over the villain epic ATs.
  18. It's not necroing a thread if its less than three weeks dead right?

    Anyways found the perfect way to get unhindered CoH time from my wife (IE she stops adding to the honey-do list). I made chocolate covered blueberries and strawberries.

    Its real easy. You just need some good quality chocolate in a decent quantity, the fruit, a cookie sheet or two covered with wax paper, and 2 pots one needs to be larger than the other. Fill the bigger of the pots with hot water, set on the stove and bring it to just below boiling. Put the chocolate in the second pot and place the pot in the first pot with the near boiling water. Stir the chocolate around. It will take a few minutes to melt. Then use a toothpick or metal skewer to dip the blueberries and strawberries into the chocolate and using another toothpick or skewer place the chocolate covered treat onto the cookie sheet. Once the sheet is full put it into the fridge to let the chocolate harden. When your wife or significant other comes home surprise them with your homemade treat.
  19. Well if you want a different perspective here's the build I'm using. I've got a level 50 that I worked up solo in the AE. The main difference is I didn't worry about increasing defense. To be honest most of the time enemy groups don't live long enough for defense to matter. Yes my build uses purple sets.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Lunge
    • (A) Hecatomb - Damage
    • (7) Hecatomb - Damage/Recharge
    • (40) Hecatomb - Accuracy/Damage/Recharge
    • (45) Hecatomb - Accuracy/Recharge
    • (46) Hecatomb - Damage/Endurance
    Level 1: Fire Shield
    • (A) Impervium Armor - Resistance/Endurance
    • (17) Impervium Armor - Resistance/Recharge
    • (27) Impervium Armor - Endurance/Recharge
    • (34) Impervium Armor - Resistance/Endurance/Recharge
    • (37) Impervium Armor - Resistance
    Level 2: Spine Burst
    • (A) Armageddon - Damage
    • (3) Armageddon - Damage/Recharge
    • (3) Armageddon - Accuracy/Damage/Recharge
    • (7) Armageddon - Accuracy/Recharge
    • (13) Armageddon - Damage/Endurance
    • (15) Armageddon - Chance for Fire Damage
    Level 4: Blazing Aura
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (5) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (17) Obliteration - Chance for Smashing Damage
    Level 6: Healing Flames
    • (A) Doctored Wounds - Heal/Endurance
    • (42) Doctored Wounds - Heal/Recharge
    • (42) Doctored Wounds - Heal/Endurance/Recharge
    • (42) Doctored Wounds - Heal
    • (43) Doctored Wounds - Recharge
    Level 8: Impale
    • (A) Apocalypse - Damage
    • (9) Apocalypse - Damage/Recharge
    • (9) Apocalypse - Accuracy/Damage/Recharge
    • (45) Apocalypse - Accuracy/Recharge
    • (46) Apocalypse - Damage/Endurance
    Level 10: Build Up
    • (A) HamiO:Membrane Exposure
    • (11) HamiO:Membrane Exposure
    • (11) HamiO:Membrane Exposure
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Miracle - +Recovery
    Level 16: Plasma Shield
    • (A) Impervium Armor - Resistance/Endurance
    • (27) Impervium Armor - Resistance/Recharge
    • (31) Impervium Armor - Endurance/Recharge
    • (34) Impervium Armor - Resistance/Endurance/Recharge
    • (37) Impervium Armor - Resistance
    Level 18: Quills
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage/Recharge
    • (23) Obliteration - Accuracy/Damage/Recharge
    • (23) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Consume
    • (A) Accuracy IO
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (25) Recharge Reduction IO
    • (25) Recharge Reduction IO
    Level 26: Ripper
    • (A) Obliteration - Damage
    • (43) Obliteration - Accuracy/Recharge
    • (43) Obliteration - Damage/Recharge
    • (45) Obliteration - Accuracy/Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (50) Obliteration - Chance for Smashing Damage
    Level 28: Burn
    • (A) Obliteration - Damage
    • (29) Obliteration - Accuracy/Recharge
    • (29) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Chance for Smashing Damage
    Level 30: Boxing
    • (A) Accuracy IO
    Level 32: Tough
    • (A) Impervium Armor - Resistance/Endurance
    • (33) Impervium Armor - Resistance/Recharge
    • (33) Impervium Armor - Endurance/Recharge
    • (33) Impervium Armor - Resistance/Endurance/Recharge
    • (34) Impervium Armor - Resistance
    • (50) Steadfast Protection - Knockback Protection
    Level 35: Fiery Embrace
    • (A) Recharge Reduction IO
    • (36) Recharge Reduction IO
    • (36) Recharge Reduction IO
    Level 38: Rise of the Phoenix
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (39) Scirocco's Dervish - Damage/Endurance
    • (39) Scirocco's Dervish - Damage/Recharge
    • (39) Scirocco's Dervish - Accuracy/Recharge
    • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 41: Char
    • (A) Lockdown - Chance for +2 Mag Hold
    Level 44: Melt Armor
    • (A) Accuracy IO
    Level 47: Fire Ball
    • (A) Ragnarok - Damage
    • (48) Ragnarok - Damage/Recharge
    • (48) Ragnarok - Accuracy/Damage/Recharge
    • (48) Ragnarok - Accuracy/Recharge
    • (50) Ragnarok - Damage/Endurance
    Level 49: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 16% DamageBuff(Smashing)
    • 16% DamageBuff(Lethal)
    • 16% DamageBuff(Fire)
    • 16% DamageBuff(Cold)
    • 16% DamageBuff(Energy)
    • 16% DamageBuff(Negative)
    • 16% DamageBuff(Toxic)
    • 16% DamageBuff(Psionic)
    • 7.5% Defense(Smashing)
    • 7.5% Defense(Lethal)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 5.63% Defense(Psionic)
    • 15% Defense(Melee)
    • 3.13% Defense(AoE)
    • 6.75% Max End
    • 4% Enhancement(Heal)
    • 90% Enhancement(Accuracy)
    • 72.5% Enhancement(RechargeTime)
    • 40.2 HP (3%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8.25%
    • MezResist(Stun) 8.8%
    • MezResist(Terrorized) 2.2%
    • 19.5% (0.33 End/sec) Recovery
    • 26% (1.45 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 3.13% Resistance(Negative)
    • 5% Resistance(Toxic)
  20. If your still looking for a supergroup you might check out Combat Engineers. Sign up on the forums and let them know your interested or you can get a hold of me in game for the invite, my global is @Crim the Cold. I'm looking forward to teaming with you if you choose to join.
  21. Crim_the_Cold

    Spines...

    You are awesome and honestly I forgot about healing flames and consume bringing you back to full. Its even better because you have 15 seconds on invulnerability to take care of it in. If you have healing flames slotted for recharge as well as healing and you triggered it as you were getting back up with RotP it would be recharged should you need it again shortly after the invuln ends. I guess I'm too used to using it as a blaster.
  22. If you slot them in click powers is the duration renewed when you activate the click power again or is it stacked?
  23. Crim_the_Cold

    Spines...

    Quote:
    Originally Posted by OneWhoBinds View Post
    ...

    You can't use Mocking Beratement in Consume. And I am not going to take Confront for it.

    And I want Rise of the Phoenix. Even with 25% S/L defense and healing flames, I'll probably be faceplanting enough to warrant it.

    I'll look into the other changes...
    Be the Bomb.

    Think of Rise of the Phoenix as another attack. Its also a very powerful attack when slotted for damage at around 650 damage. I've never understood why people get so upset about death in the game. This is probably why I never ever want to do a master run attempt of anything ever.

    Look at it this way. Your playing a mission with your team. Around the corner is a huge group with at least four malta sappers in it. Your tank gets all whiny because hes gonna have to soak that alpha and its probably gonna make him as useful as veteran imp summon. You look down at your powers bar and see that RotP is up. You let your team know that you've got this. You activate fiery embrace and build up as you charge in. You jump right in the middle using throw spines in mid air and as you land you hit spine burst. They do enough damage to drop you. You hit RotP and kaboom. The sappers should be gone as should anything thats not a boss. Bonus points if the enemies have long recharging debuffs and just wasted them on you. Either way problem solved.

    There's only one slight problem with this style of play. There are some teams that simply cannot grasp the concept that you don't need them to rush in after you to save you.
  24. Not sure if your still reading this thread and I'm not sure if this has been mentioned but the adding of alternate spine models was awesome except for one thing. They still have the green poison effect. So picture someone who just finished setting up an awesome looking character using the crystal spines to make it look like they have ice shards coming from their body. Looks cool and all but when they use their powers theres still that green poison showing up ruining their immersion.

    If it was possible to have a no poison version of the current spine models that would be amazing.
  25. Crim_the_Cold

    Spines...

    Rusty math skills and a guess here but here goes:

    Blazing aura: 13.8 dmg per tick at level 50 fiery embrace adds 45% or 6.21 fire dmg to the base damage meaning its enhanceable

    new dmg when feiry embrace is on without enhacements is 13.8+6.21=20.01 per tick

    now add 100% dmg from enhancements 27.6+12.42=40.02 per tick

    build up adds another 100% onto the base 41.4+18.63=60.03 per tick

    Quills: 10.3 dmg at level 50 with fiery embrace adding 45% or 4.635 fire dmg to the base dmg

    new dmg with fiery embrace on is 10.3+4.635=14.935 per tick

    with 100% dmg from enhancements 20.6+9.27=29.87 per tick

    with build up on 30.9+13.905=44.805 per tick

    TLDR:

    combined tick dmg with quills and blazing aura with no enhancements and fiery embrace on is 34.945

    combined tick dmg with 100% dmg from enhancements and fiery embrace on is 69.89

    combined tick dmg with build up, enhancements, and fiery embrace is 104.835

    This is just what a spines/fire does with just his auras, fiery embrace, and build up. This does not include spine burst, throw spines, or burn. Enjoy and if my math is off feel free to correct me.