Dark_Tower

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  1. Quote:
    Originally Posted by Local_Man View Post
    The Miracle Recovery proc in Transfusion is a mistake, as it will only activate when you use Transfusion. That proc should go in Health where it will be active all the time.
    My thoughts on this are in combat it’s more than likely that I’ll use Transfusion more than once every 2 minutes if for nothing else then to top off my imps health while waiting for Fire cages to recharge. Out of combat I don’t need it.
    It could go in health but I like the 12% regen bonus from 2 Numina’s and my builds to tight to spare a 3ed slot.

    Quote:
    Originally Posted by Local_Man View Post
    Increase Density: Don't bother with the Steadfast Resist/EndRdx . . . but that's a good place for the Steadfast -knockback. Or take the slot out and use it somewhere else.
    Again if possible and if the 2 IO bonus is worth it I like to at least get that one, in this case 1.5% recover is small but worth it I think.

    Quote:
    Originally Posted by Local_Man View Post
    The Performance Shifter Chance for +End should go in Stamina, not Speed Boost. A single common EndRdx is fine in SB.
    Agree.

    Quote:
    Originally Posted by Local_Man View Post
    Fire Imps: The Expedient Reinforcement set goes up to 50, so it has higher enhancement numbers than Call to Arms. If you can, finish out with a Soulbound Dam/Rech and the Chance for Build Up proc -- with three Imps, it procs often. Plus you get a nice Regen bonus. (You can use that slot you saved from ID here.)
    Couldn’t agree more here, in fact adding a second Soulbound is something I didn’t notice and will be changing on my build as soon as I can.

    So as you can see it will likely never be your final build as someone will come along and make a good point and you'll be off to change it.
  2. Quote:
    Originally Posted by Silvre View Post
    So is this build final? Any more little tweeks I could do in the future is greatly appreciated. I'll eventually upgrade to purples but right now, are there any problems in terms of slotting and endurance problems? Endurance drain on the toggles are minimal from what I can tell but I'm not sure when it comes to having hot feet on.

    Thanks a lot again.
    Is this build final? I don't know it all depends on your play style at this point. As you level up and them mostly after you hit 50 you'll find somethings here or there that will fit your style better and you'll change it. This is after all your toon not mine so get out there and take some names and if you find you want to 6 slot Speed Boost with run speeds just to piss off of your team mates go for it
  3. Looks good much improved from your first build.

    To answer your question yes, and no, a 6th 7.5 recharge bonus by itself would be wasted, but LotG 7.5 is unique so a 6th 7.5 recharge bonus from another set will not overlap and be wasted.

    In combat jumping you have a LotG 7.5 and generic defense IO I would change that to a LotG defense IO and get the 10% regen bonus.

    In Rock Armor I would fully slot out the 4 slots you have in it right now with LotG IO’s and get the 9% Accuracy bonus, as you have it slotted now your over the enhancement diversification cap, if you slot it 7.5, defense, def/end, def/end/rech, you’ll still be just slightly over the cap but you’ll gain 9% Acc.

    In tactics you might want to consider putting two Adjusted Targeting IO’s in there and taking the 2% damage bonus, but this is 100% optional as 2% damage isn’t going to mean anything to you one way or another once you hit your 300% damage cap with FS.

    Now then as to tactics, for a tank, defense and resistance is key to survivability, since you can just out last them. For a controller minimizing in coming damage is the key and defense is a BIG part of this BUT you don’t have the hit points or the resistance to face large groups for very long unless you can permanently lock them down and the only way you’re going to do this is with global recharge as a fire/kin you have two AoE holds Cinders and Flash Fire, with good recharge Flash fire will be your starting move with every group and sometimes twice for a harder group, Cinders has a much longer recharge time so will generally be used as your Oh **** power for something like when your pets AGRO a second group or you get ambushed.

    Your next tool in your arsenal is damage, once they are locked down you need to eliminate as many as you can before they have a chance to recover and start shooting at you, sure you can hold them again but each time there’s a chance you’ll miss so why not just hold them once and kill them all right then instead of playing games with them. The key to farming is speed, the faster you can clear a map the more drops you’ll get per hour.

    Oh and a note on "Max Defense" soft cap for defense is 45% for even con minions, it is generally considered a waste to slot more than 45% unless … you fight higher level mobs or expect to fight EB’s/AV’s or want it as a buffer against defense de-buffs. As a Fire/kin your bread and butter will be even level minions and Lt’s unless you want the challenge of +1/+2/+3’s or you add bosses to the mix and for them you can always carry a few purples.
    Heres a link to a good guide on defense and the soft cap, written for tankers but none the less still a good read.

    http://boards.cityofheroes.com/showthread.php?t=126983
  4. Looking over your build two things jump out at me, one I think you really have too much defense and two you don’t have close to enough recharge.

    It’s apparent you’ve done your research and have a good idea of what you want but your build over does it in some areas and is weak in others.

    More defense is good but at the cost of damage and recharge you will be left standing around waiting to die as your enemies slowly chip away at your life.

    Post 32 your fire imps will do a large part of your overall damage but they are quick to die and might need to be resummoned in the heat of battle. Global recharge will help with this as will it help with getting Flash Fire up for each new group.

    I would add two or three more slots to char and 4 slot Gaze.

    Six slot Fire Cages for damage other the Gravitational Anchor.

    You’re going to need some Knockback protection maybe in the form of a stead fast protection IO.

    Tough, Weave, and Maneuvers are all over slotted.

    Here’s my build that I have on live right now, I still plan to upgrade to a few purple sets but right now I can solo many enemy groups at +1x8 w/ bosses with ease. Though groups with heavy mez powers still give me trouble requiring that I carry a few break frees at all times.

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  5. Dark_Tower

    Debt @ lvl 50?

    Quote:
    Originally Posted by BigBoss Eyepatch View Post
    When I asked the question, what I was thinking at the time was essentially, when I hit 50, I will have reached the big level. After which I will no longer earn XP for myself, therefore, how does one get XP debt, if they no longer require XP?

    Unless at 50 you still get an XP for each enemy killed, it just doesn't get stored like it does from 10 to 49?
    Once you hit 50 you will no longer earn any XP, rather you will double your influence earning, unless you’re in Super Group mode, in which case you’ll earn slightly less influence to go along with the prestige you earn for your SG.

    At 50 like all other levels after 10 if you take too much damage you are defeated, should you be defeated you get debt which needs to be paid off like all other debt. During this time you will earn far less influence until you’ve paid off this debt.

    So if you don’t care about influence, debt at 50 means nothing other than a means to another badge.
  6. Quote:
    Originally Posted by slainsteel View Post
    Anything? If it looks good, it would be nice to see affirmation
    Your build does not fit the more or less cookie cutter build format for a Fire/Kin, that being a strong soloist built to take on +0/+1 x8 used for farming with a secondary role of team buffer/damage dealer with containment.

    As such it’s hard to commit on your buffs/containment before damage. Most people that go this route go with Earth or one of the other stronger hold/damage mitigation sets, fire just lends itself so well to damage.

    So with that in mind I’ll make a few commits but they will be slanted more towards buffing the damage side of your build. First I recognize that your using Boxing as a set bonus mule but I really think you could better use out of 5 slots placed elsewhere. The 6.25 recharge bonus could be made up for with a LotG global and a few more slots in hasten the more often you have +70% recharge up the better. Earth armor is generally considered the best for +defense unless you plan to spend a lot of time fighting enemy’s that do a lot of fire damage. Bonfire is considered a very situational power nice to have if you can use it to contain mobs in a corner but bad in a team if you drop it into the center of a group and scatter the mobs everywhere.

    I’m only seeing one slot in Stamina, but you have transference with makes up for this but then I see you don’t have transference slotted for recharge which means it would be up as much as you need it to be, I would 6 slot this with the Efficacy Adaptor set and maybe consider a second or third slot for Stamina.

    I see that you’ve taken Super Speed even though you’ve said you never like to be on the ground, I would drop this and pick up something else. Maybe Hot Feet which is one of your key damage dealing powers. Yes I know you want to be a team buffer but for fulcrum shift to be at its best you need to be in melee range of your targets so why not be doing damage too. FS gives a 20% damage buff for each target you hit plus a 40% buff from yourself as well.

    Siphon Power and Siphon Speed both have a very high base accuracy and recharge quickly I would just slot them with a single recharge or if you really want the speed two recharges but save the third slot for something else.
  7. Quote:
    Originally Posted by MightyLornac View Post
    The Build has all the accolades including Eye of the Magus and Geas of the Kind ones turned on. That is what gave it such crazy numbers.

    Lornac
    /This

    This is actually one of my slightly older builds and it confused the heck out of me for a few minutes when I was comparing it to other builds on this site. It’s 100% legit for exactly 1 minute every 20 minutes … heh

    I just hit 48 with the build below and I have it slotted just as it is minus the last two levels and it's a monster at +0 x7 and should get even better as I add in a purple or two and get my alpha unlocked.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    : Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), Lock-%Hold(5), BasGaze-Acc/Rchg(23), BasGaze-Acc/Hold(39)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Theft-+End%(34), Theft-Acc/Heal(46)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(27), Enf'dOp-Acc/EndRdx(46)
    Level 4: Siphon Power -- RechRdx-I(A)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(40)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(25), EndRdx-I(31)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
    Level 12: Flashfire -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/Rchg(13), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(42), RechRdx-I(48)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(17)
    Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(37)
    Level 20: Speed Boost -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37)
    Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
    Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
    Level 30: Smoke -- DampS-ToHitDeb(A), DampS-Rchg(31), DampS-ToHitDeb/EndRdx(40), DampS-ToHitDeb/Rchg/EndRdx(48), DampS-ToHitDeb/Rchg(48)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 49: Earth's Embrace -- RgnTis-Regen+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)



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  8. Why stop at a non published web site? You can have your work published for free at this hosting site:

    http://www.guildportal.com/Default.aspx

    They also have some tools to make the job a little easier too.

    I did my SG's web site for a school project years ago, link is in my sig.
  9. Speaking only towards the side of the Kin I can make a few suggestions:

    Siphon Power and Siphon Speed would be more useful with two slots one Acc and one Recharge; if you only have room for one slot in your build I would go one Acc rather than one end redux.

    Inertial Reduction really is a wasted power unless you’re planning on using it as your travel power, but I see you’ve got Leaping, any other use would be situational and you’re not even using it as an IO mule.

    As a Kin Fulcrum Shift is your go to power for damage boost, I’d slot it two Acc’s and three Recharges that way it will be up twice every group for maximum damage. If you don't plan on fighting +3/+4's then you could drop it to one Acc and place the slot somewhere else.
  10. So where to start, first fire cages are a major damage dealer for you, slot it for damage not immobilize.

    Ring of Fire is a single target immobilize, not to useful for a farmer.

    Why is boxing 2 slotted with one empty slot, are planning to use boxing, if not place the slot somewhere else.

    Siphon power is your only damage boost until level 38 and even after that is good for another 20% it’s worth the power, just 2 slot it Acc & Recharge, same with siphon speed.

    Cinders are your second major AoE hold, slot it, use it, and love it.

    I see your running Fighting + Leadership with Hot feet you’re going to be draining your end bar faster than alcoholic at an open bar, even after Transference you’re going to have issues.

    Some of your IO slotting is less then optimal, purples make a big difference but I know you can’t afford then yet so here’s my build that I’m working on with purples removed.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    : Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(39)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Theft-+End%(34), Theft-Acc/Heal(46)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(27), Enf'dOp-Acc/EndRdx(46)
    Level 4: Siphon Power -- RechRdx-I(A), Acc-I(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(25), EndRdx-I(31)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(42), Amaze-ToHitDeb%(48)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(17)
    Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(37)
    Level 20: Speed Boost -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37)
    Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
    Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
    Level 30: Smoke -- DampS-ToHitDeb(A), DampS-Rchg(31), DampS-ToHitDeb/EndRdx(40), DampS-ToHitDeb/Rchg/EndRdx(48)
    Level 32: Fire Imps -- SvgnRt-Acc(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-PetResDam(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), Acc-I(40), RechRdx-I(48)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    Level 49: Earth's Embrace -- RgnTis-Regen+(A)
    Level 0: Eye of the Magus
    Level 0: Freedom Phalanx Reserve
    Level 0: Geas of the Kind Ones
    Level 0: Portal Jockey
    Level 0: Elusive Mind
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Vanguard Medal
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 8% Defense(Melee)
    • 8.313% Defense(Smashing)
    • 8.313% Defense(Lethal)
    • 5.5% Defense(Fire)
    • 5.5% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 8% Defense(Ranged)
    • 8% Defense(AoE)
    • 1.8% Max End
    • 55% Enhancement(RechargeTime)
    • 5% Enhancement(Held)
    • 51% Enhancement(Accuracy)
    • 10% FlySpeed
    • 68.67 HP (6.752%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.75%
    • MezResist(Held) 7.15%
    • MezResist(Immobilize) 2.75%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 4.95%
    • 15% (0.251 End/sec) Recovery
    • 62% (2.633 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 15.67% Resistance(Fire)
    • 15.67% Resistance(Cold)
    • 10% Resistance(Energy)
    • 12.5% Resistance(Negative)
    • 15% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 10% RunSpeed



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  11. I would say that we are playing what could have been perceived as City of Heroes 2 right now. City of Heroes 2 is just a name it could be anything, likely right now it’s nothing more than a development platform used to test and integrate new technology as it comes out.
    Ultra Mode was likely City of Heroes 2 level stuff that was just integrated into the game, I’m sure Going Rogue had a lot of new tech that could have been put in a version 2 but was instead just added in to the existing game.

    The concept of City of Heroes is to open ended to really ever need to go to City of heroes 2 there’s no set timeline like say WW II games where they have to go back and make a version 2 if they want to revisit something they can just keep it going endlessly.

    The only way I could see a City of heroes 2 is if the game died off and then years later they wanted to bring it back, of if some form of tech came along that just eclipsed everything out there right now and all MMO’s in general needed to rebuild from scratch. Additionally I could see a City of Heroes 2 if they wanted to jump forward in time say a 1000 years but still wanted to keep this timeline going as well. Then you could end up with a City of Heroes Legacy and a City of Heroes 3020.
  12. Peps on some of the other servers are talking about walking way with 70 to 80 shards in one raid, so I want in on that action.

    I was part of the VERY first successful raid on hami, and enjoyed being part of many raids, even had the chance to be part of one of the new style raids before i18 but not since and would love to get in on a few more soon.
  13. Anyone know if Infinity is running Hami raids anymore and if so when are they run generally speaking?

    For a while there raids were being run after the mothership raid on Sundays, but that does not seem to be the case anymore.

    I’ve been hearing that Hami will drop tons of shards.
  14. Quote:
    Originally Posted by Schismatrix View Post
    Well, according to what i've read shard drops are rolled for every eligible member of the team when an enemy is defeated. There is no "gets the roll and game kicks the salvage over to" effect. The game doesn't create a shard and then go "gosh, now I've got to give this to somebody on the team." Everyone getting a roll for a shard drop is different from the standard drop mechanism and gives greater rewards for teaming than the other drop systems.

    This discussion reminds of other game myths regarding certain actions causing certain effects. People used to insist that clicking glowies during a blueside respec trial caused extra enemies to spawn in the reactor, and there were also people at the original Hamidon raids that insisted that leaving the zone during the raid caused mito splits. The thing to keep in mind is that in order for the game to do things like that the programmers would have to explicitly code such mechanics into the game. At that point it's worthwhile to ask what is the storyline or balance justification for adding such a mechanic. Generally things like that aren't added because the programmer had whim.
    This is all very true, except programmers do write things into the code that they don’t tell you about or want you the player to know about right off the bat. So while unlikely maybe things along these lines were written in and then removed, but as any programmer knows removing lines of code is not as easy as highlight and delete.

    Additionally City of Heroes is not fresh out of the box as it were, it’s been updated, changed and fixed for almost 7 years now, there are likely billions of lines of code, and millions of these lines have likely been written out of the game but are still there effecting things in ways that not even the programmers really know or understand. Basically it comes down to if it isn’t broke don’t fix it and when it is broke fix it only enough to get it working again. So your guess is as good as mine and even as good as the programmers.
  15. Quote:
    Originally Posted by DarkGob View Post
    Random is random.
    Random is randomly random, since random randomly is selectively random.

    Uugg, I think my head just exploded…
  16. There are two things I wonder about when it comes to shard drops, having read the above post and knowing full well that my mind is likely playing games on me I still get the feeling that there are two factors that are different when it comes to shards.

    First, I cannot help but think that the fewer players on your team that are 50 and can get shards the greater your chance is of getting more shards. Playing on an ITF team with 4 50’s and 4 less than 50 players I can walk away with 12 maybe even 15 shards, but playing with a team of 8 50 all looking for shards I might only get 5 or 6 shards. I know this is mind remembering the events that turned out very well for me, but I’ve seen it happen again and again.

    As we play though the game at any level and we kill a mob the game rolls to see if anything will drop, numbers come up and ding salvage drops, then the game rolls to see who it is that will get said salvage. Let’s say player two gets the roll and game kicks the salvage over to player two and if that player has room the salvage lands and the player get a notice of salvage drop. However if the salvage is full the new items bounces off and drops into the void to never be seen again and no one is the wiser. This has been reported as true by the developers and we all except it.

    For shards though I feel, and again this is just my perception, that when a mob dies and the game rolls a shard drop and determines a receiver it further checks to see if that player can even receive a shard, are they 50 and if so do they have their alpha unlocked, if they don’t meet these criteria then the shard bounces to another player rather than down into the void.

    Second, when I play on my AoE blasters with a good team that can keep agro off me and I’m allowed to just go nuts with the damage I walk away with twice and sometimes three times more shards than anyone else on the team. So that brings up the question does risk equal reward with shard drops? Will someone that does twice or even three times the damage of others on the team walk away with more loot?

    I’ve never ever had a purple drop on my controller or my tank but I have on my scrapper and my blaster.
  17. Someone just, not 30 minutes ago, spawned Kronos in talos, right at the base of the hill by the train.

    So I'm guessing that he exited by Oruo Portal and zoned into Talos.
  18. Quote:
    Originally Posted by Rebel_Scum View Post
    Didn't change anything for me, same error message in both Firefox and IE with all cookies allowed and with my normal settings.
    Then I'm not sure what the issue is, other then the mostly known fact that you can't buy more then one pack per 24 hours unless your buying it with paypal.
  19. Quote:
    Originally Posted by Tidbit View Post
    Would love to purchase it. I keep getting a message that they can't accept my order at this time and if I continue to have this problem to visit a retailer. Don't know that I can go into a Game Stop and ask for the Animal Pack . I will try again again later.
    Quote:
    I planned on purchasing this, and would love to purchase it, but I can't get past the Confirm Purchase screen. I've tried three times now to buy this and I keep getting the "We can't process your order, please try again later or come back tomorrow."

    Guess I'll try again when I get home.
    I had the same issue with one of my bank cards, the same one I pay my mothly with, but I found out what the issue is, it's your cookie settings. change your browser to allow ALL cookies and it works fine, then change it back to what ever you had it set for.
  20. This is my second foray into the world of controllers, my first was a Plant/Rad that I’ve taken all the way to 50+1 and while the road to 40 or so took 3 years I’ve been enjoying playing her since I rediscovered her.

    My goal for this hero is the typical FotM solo damage monster with some light teaming when I feel like it, but I want to be able to solo +0/+1 x8 spawns for fast leveling.
    There are a few things I would like some advice on, first, the order in which I’ve taken the powers and the slotting of said powers.

    Second leadership Vs. Fighting, I like the team buffs of leadership and as a controller one of your main rolls is team support, but I also plan to solo much of the time so I want to ultimately give myself the best buffs.

    Third my APP, I went with fire for theme and it’s not a bad chose but as I’ve said I also have a Plant/Rad that uses Ice mastery and I love the AoE power of Ice storm, very nice damage when combined with Root + Seeds, so thought on Fire Vs, Ice for APP chooses.

    Looking for build advice, suggestions and any leveling advice you feel like passing on.

    Thanks

    Here are the two builds I’m thinking of right now, one with leadership the other with fighting.

    Leadership:

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Controller: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(39)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Theft-+End%(34), Theft-Acc/Heal(46)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(27), Det'tn-Acc/Dmg(46)
    Level 4: Siphon Power -- RechRdx-I(A), Acc-I(7)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(31)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
    Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(48)
    Level 14: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(17)
    Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(37)
    Level 20: Speed Boost -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Smoke -- DampS-ToHitDeb(A), DampS-ToHitDeb/Rchg(48), DampS-ToHitDeb/Rchg/EndRdx(50), DampS-Rchg(50)
    Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(31)
    Level 26: Hasten -- RechRdx-I(A)
    Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
    Level 30: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(48)
    Level 32: Fire Imps -- SvgnRt-Acc(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-PetResDam(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), Acc-I(40), RechRdx-I(50)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
    Level 47: Rise of the Phoenix -- Mrcl-Rcvry+(A)
    Level 49: Vengeance -- RgnTis-Regen+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)



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    Fighting:

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Controller: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(23), Lock-Acc/EndRdx/Rchg/Hold(39)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Theft-+End%(34), Theft-Acc/Heal(46)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(27), Det'tn-Acc/Dmg(46)
    Level 4: Siphon Power -- RechRdx-I(A), Acc-I(7)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37)
    Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(31)
    Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
    Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(29), RzDz-Acc/Stun/Rchg(42), RzDz-Immob%(48)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(17)
    Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(37)
    Level 20: Speed Boost -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23)
    Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37)
    Level 26: Hasten -- RechRdx-I(A)
    Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
    Level 30: Smoke -- DampS-ToHitDeb(A), DampS-Rchg(31), DampS-ToHitDeb/EndRdx(40), DampS-ToHitDeb/Rchg/EndRdx(48)
    Level 32: Fire Imps -- SvgnRt-Acc(A), SvgnRt-Acc/Dmg(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-PetResDam(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), Acc-I(40), RechRdx-I(48)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
    Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(45)
    Level 47: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
    Level 49: Rise of the Phoenix -- RgnTis-Regen+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  21. Don’t bother with Gaussian Chance for Build Up in Leadership, keep it in Aim. Here’s the deal, yes the proc will have a 5% chance for the power build up every 10 seconds but what will happen (from personal experience) is the build up will fire when you’re standing around or moving from group to group, not when your lined up ready to fire off your high damage power, so 99% of the time it will be a wasted buff.

    However if you put it in Aim it will fire off less frequently but every time the proc fires you’ll get Aim + build up + Tactics right when you want it and when you’re ready to use it.

    Think of it this way, you’ve just moved up to attack range on the next group and your getting ready to jump in, you hear build up fire … you now have 5.25seconds to hit Aim, acquirer a target and fire off a power to get any benefit from the power, and that’s if you’re not just finishing off the last guy in a mob of hitting backspace to reply to the last tell you just got. Or instead you line up on the next group acquirer a target hit Aim … Build up fires … BONUS ... fire off 2 or maybe 3 attacks before the buff fades.

    And yes the buff will only apply to you not the rest of the team.
  22. Regen is the red headed stepchild of CoX, it’s the developers number one favorite whipping boy. Back in the day say issue 2/3 regen was king, slotted with just SO’s a regen scrapper use to be used to tank hammy. But with numbers like that it didn’t take long for the developers to nurf it into the ground. My very first 50 was a regen claws scrapper which I haven’t played in over 5 years, but I will never delete her since you never forget your first.
  23. I’m in the same boat as you, myself. This is the build I’ve been playing around with as a pure natural/technology based corruptor, that is to say no travel powers other then Ninja Run/sprint/combat jumping.
    I did not take Time Bomb since the general consensuses is it’s a wasted power, and I did not take Blazing bolt since I plan on fighting up close.
    So any comments from more experienced corrupters would be greatly appreciated, I’m sure by both myself and the OP.
    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Assassin Unknown: Level 50 Natural Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(39)
    Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(46)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(43)
    Level 4: Triage Beacon -- Numna-Heal(A), Numna-Heal/Rchg(5), Mrcl-Rcvry+(36), Mrcl-Heal/Rchg(46)
    Level 6: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39)
    Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(37)
    Level 10: Acid Mortar -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(11), AnWeak-Acc/Rchg(11), AnWeak-DefDeb/EndRdx/Rchg(23), AnWeak-Acc/Rchg/EndRdx(40)
    Level 12: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(15)
    Level 14: Hasten -- RechRdx-I(A)
    Level 16: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(48)
    Level 18: Kick -- Acc-I(A)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21)
    Level 22: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23)
    Level 24: Force Field Generator -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(37)
    Level 26: Stealth -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27)
    Level 28: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(46)
    Level 30: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(42)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Trip Mine -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(43), Sciroc-Acc/Dmg/EndRdx(50)
    Level 38: Seeker Drones -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(40), RzDz-Acc/EndRdx(40), RzDz-Acc/Stun/Rchg(45)
    Level 41: Web Envelope -- TotHntr-Acc/Immob/Rchg(A), TotHntr-Immob/Acc(42), TotHntr-Acc/EndRdx(42)
    Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Summon Disruptor -- EdctM'r-Acc/Dmg/EndRdx(A), EdctM'r-PetDef(48), EdctM'r-Acc/Dmg(48), EdctM'r-Dmg(50)
    Level 49: Caltrops -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Scourge
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(19)



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  24. I know very little about satellite internet but I do know that satellites do poorly with fast twitch gaming, which is what CoX is. Basically you click a button and an impulse travels from your computer to your dish up hundreds of miles into space back down hundreds of miles to their receiver dish and then onto the CoX servers to make the action happen, then the action heads back along the same line. While all this happens very fast is still comes off as slow for the game and performance suffers dramatically.

    As to not being able to connect I don’t know, but should you get online your gaming experience may not be up to expectations.
  25. So with double XP week … almost, given that it’s four days long … upon us I’m wondering what your anticipating and or hope to achieve and when it’s done what you managed to achieve.

    How many TF’s are you hoping to run?

    Which ones do you plan on running (Most)?

    Are you planning on starting (a) new character(s) or push a few lag behinds up to 50?
    When it’s said and done how many TF’s did you run each day and total for the whole weekend, were you surprised/disappointed at the totals?

    How many characters did you push to 50 or start fresh?


    Personally I have one level 44 that I want to get to 50 and as many as two others that I’d like to get as close to 50 as I can, but I’ll be working both Saturday and Sunday striate though so I won’t be getting as much time as I would like.