Fireheart

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  1. Hmmm, okay, I have a PB and a WS, both with rather extensive backgrounds. But both of them are a bit unusual, since the WS definitely doesn't see himself as a 'binary alien fusion' and is actually kinda weirded-out by the typical Kheldian. He considers himself a single integrated entity. Which is, in a way, completely accurate, since he has been 'joined' since about 4 months before his birth.

    The PB... is a human-form, 'cosmic-powered college professor'. As far as his background is concerned, he's not a Kheldian at all, but got his powers through exposure to 'The Phoenix' of myth and legend. He's a former 'Indiana Jones-type', though technically a 'villain' at that time, but encountering the Phoenix transformed him into a 1-year-old child and pretty much burned away all of the darkness of his old life.

    That said, despite the way the not-PB experiences his powers and his life, there is no reason why he could Not be explained as a strange sort of Kheldian... He hears voices in his head and flings light around - thus he might, indeed, be one of those 'binary alien fusion' guys.

    If you're interested, I can post the things I have for these two characters.

    Be Well!
    Fireheart
  2. Quote:
    Originally Posted by New Dawn View Post
    I pretty much don't care how you build but this was the corner of the build that I pondered over for myself so just felt like it maybe worth more of a ponder.

    Shiver is healthy -DPS, fire and forget, unlike snowstorm. Snowstorm you have a anchor to choose and anchors get killed swiftly as if you called target. Frostbreath well its good damage, but then there is Hibernate which should you need it gives you health and endurance.

    I even like mass sleeps, if I solo, they're great, if I team then I won't be using them without a cup half full reason myself.
    Well, I admit, I don't care either, but I really am open to learning from your opinion and experience.

    I also admit that I often forget to use Snow Storm. I used it... once while leveling from 25 to 27. That one time, it was simply to nerf the EB into helplessness, and being able to forget about Accuracy, or anything but the 2 SOs of EndRed, just made it super efficient. I don't have to worry about the Anchor too much - just drop it on the nastiest nasty in the crowd and, if somebody kills him, then that's one thing less to worry about. Still, your note about Shiver is valid... I'll take this over to Test and try it out, before making the final cut.

    Hmm, solo... yeah, I like Sleeps then, too... and Flash Freeze has twice the duration of Glacier. Add that to Range and Recharge (plus Damage) and I think we have a winner.

    Dr Kit:
    You remind me that I had a ton of fun with Ice Slick when I was 'younger', but now that I've been introduced to Freezing Rain... Well, Ice Slick just doesn't get any attention. I'm just a sucker for the hotter... er, colder big sister.

    Also, Somehow I forgot Air Superiority! Can't have that! So there's an easy switch. Air Superiority is my 'Don't run up and get in my Face!' power. Especially useful for those toons that don't have melee powers.

    Quote:
    <Edit> I ran through Lady Jane's little nightmare, solo, testing both Flash Freeze and Shiver.

    Shiver Did, sometimes prevent the enemies from attacking me, while their recharge recovered, but it wasn't that long a wait. Perhaps more effective when other teammates are providing the bulk of the damage - so the bad guys die before Shiver wears off.

    Flash Freeze proved every bit as situationally useful as I expected. Nice for taking a bunch out of the game, so you can single-target them down, one at a time. Any time the situation called for AoE, it was interesting to interrupt the baddies with it, but not super-effective if I have Freezing Rain active, though.
    So, pending testing of Shiver and Flash Freeze, here's what the new build looks like. Any thoughts?

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Winter's Child: Level 49 Natural Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Chilblain -- Acc(A), Acc(3), Immob(7), EndRdx(9), Dmg(23)
    Level 1: Gale -- Acc(A), Acc(5)
    Level 2: Block of Ice -- Acc(A), Acc(3), Hold(7), EndRdx(13), Dmg(25)
    Level 4: Frostbite -- Acc(A), Acc(5), Immob(9), EndRdx(15)
    Level 6: Air Superiority -- Acc(A), Acc(27)
    Level 8: Combat Jumping -- DefBuff(A)
    Level 10: Steamy Mist -- EndRdx(A), EndRdx(11), DefBuff(11), DefBuff(13)
    Level 12: O2 Boost -- Heal(A), Heal(15)
    Level 14: Fly -- EndRdx(A)
    Level 16: Freezing Rain -- RechRdx(A), RechRdx(17), Range(17)
    Level 18: Snow Storm -- EndRdx(A), EndRdx(19)
    Level 20: Arctic Air -- EndRdx(A), EndRdx(21), Conf(21)
    Level 22: Hurricane -- EndRdx(A), EndRdx(23)
    Level 24: Assault -- EndRdx(A), EndRdx(25)
    Level 26: Tactics -- EndRdx(A), EndRdx(27)
    Level 28: Maneuvers -- Empty(A)
    Level 30: Flash Freeze -- Empty(A)
    Level 32: Jack Frost -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
    Level 35: Tornado -- Empty(A)
    Level 38: Lightning Storm -- Empty(A)
    Level 41: Hibernate -- Empty(A)
    Level 44: Frozen Armor -- Empty(A)
    Level 47: Ice Storm -- Empty(A)
    Level 49: Frost Breath -- Empty(A)
    ------------
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(19)
    Level 1: Brawl -- Acc(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx(A)
    Level 4: Ninja Run



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    Be Well!
    Fireheart
  3. Controller Shiver doesn't really do much? Chops down Enemy Recharge, but if I've got them in the ice already... Not sure if it's going to help? Hmm, over Snowstorm? Because Shiver only lasts 18 seconds. Frostbreath? Actually does damage.

    As for Frostbreath vs Hibernate, well, sheer ignorance - Educate me, please?

    Be Well!
    Fireheart
  4. Winter's Child, created by the very first Winter Lord event, has finally glaciated to L27. As such, I feel it's time to refine, redesign, and respec her... however, it doesn't look like there's been any changes to Ice/** or **/Storm over the years, either.

    So, I call on the experts (that's you guys! ) to help make her great!

    I hope you don't mind 'suffering' through my process, here, but bear with me, it all makes sense in the end. When creating a build, I start with a blank canvas and throw down all of the powers that I'm certain I want, usually as soon as they are available, Or as soon as I have a space that's not taken by something more important. Then I go through and slot-in the 'extra' powers that I find useful. Finally, I drop in those powers that I'm just guessing about - particularly the higher-level powers and APPs.

    I don't worry, too much, about slotting and enhancing, until I have a good idea of what powers I'll have.

    So:
    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Winter's Child: Level 49 Natural Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Chilblain -- Empty(A)
    Level 1: Gale -- Empty(A)
    Level 2: Block of Ice -- Empty(A)
    Level 4: Frostbite -- Empty(A)
    Level 6: O2 Boost -- Empty(A)
    Level 8: Combat Jumping -- Empty(A)
    Level 10: Steamy Mist -- Empty(A)
    Level 12: Ice Slick -- Empty(A)
    Level 14: Fly -- Empty(A)
    Level 16: Freezing Rain -- Empty(A)
    Level 18: Snow Storm -- Empty(A)
    Level 20: Arctic Air -- Empty(A)
    Level 22: Hurricane -- Empty(A)
    Level 24: Assault -- Empty(A)
    Level 26: Tactics -- Empty(A)
    Level 28: Maneuvers -- Empty(A)
    Level 30: Glacier -- Empty(A)
    Level 32: Jack Frost -- Empty(A)
    Level 35: Tornado -- Empty(A)
    Level 38: Lightning Storm -- Empty(A)
    Level 41: Ice Blast -- Empty(A)
    Level 44: Frozen Armor -- Empty(A)
    Level 47: Ice Storm -- Empty(A)
    Level 49: Frost Breath -- Empty(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    Does that look about right? Is there something egregiously out of place? Something that makes you say, 'Well, that's okay, but I'd do This instead'?

    What's a better 'panic button' - Flash Freeze, or Glacier, like I took? Glacier is a hard control - lock them up so they can't hurt me and I can regroup, but it does no damage, has rotten Accuracy, and a 'glacial' recharge. On the other hand, Flash Freeze can actually be used offensively, at range, and can allow some 'stealthing' tactics, and it has a faster recharge. However, as a Sleep, it is vulnerable to being broken by accident, especially with all of the AoEs going around.

    In the APP, am I going to wish I had Hibernate? Does Hibernate de-toggle you, or just suppress?

    Finally, yes, I'm interested in how you would slot this. Let's keep it below the Purple/PvP range, for now - I'm especially interested in how you would slot it at Level 27!

    Be Well!
    Fireheart
  5. Quote:
    Originally Posted by srmalloy View Post
    Looking at that tray, you've got a lot of things in the primary trays that you don't need immediate keyboard access to. Use the little "+" next to 'Recipes' to create a fourth tray; make it vertical, and stick it to the right edge of your screen. Start by moving the 'occastional' powers into it -- Pocket D VIP Pass, Jump Pack, Base Transporter, Ouroboros Portal. Move Super Leap and Combat Jumping there and make one or more keybinds to switch them on and off. Move your vetpet and Mystic Fortune there as well. Move your toggle defenses to tray 3, and Sands of Mu to tray 3, slot 3. Move Rest to tray 1, slot 0, Sprint to tray 3, slot 0. Healing Flames to Tray 1, slot 9, Consume to Tray 2, slot 9. All your Dual Blade attacks move to Tray 1, pushed left to have them in sequence. Taunt, Build Up, and Burn go in Tray 2 after the three vetpowers.

    This puts your toggle powers -- the ones you typically activate and ignore -- in tray 3 where you can get to them easily if they drop to restart them. All your DB attacks are in tray 1 (with room for Thousand Cuts), for easy combo access. Rest is off to the right where it can be got at quickly, with Healing Flames and Consume as '9' and 'alt-9'. Taunt, Build Up, and Burn are in the middle of the alt tray where you can reach them easily. And you've got empty real estate in the first three trays for future powers like Eye of the Magus or Elusive Mind.
    Hmm, that's actually not bad... It wouldn't quite work as a 'universal' layout for all of my toons, but quite good for the Fire/DB. Gonna have to mess with this.

    Be Well!
    Fireheart
  6. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    Well, I would like to offer a heavily Crab-biased review of your build, but your data link is not working and there is no code block, and I'm too busy playing my Crab Spider to want to enter all your IOs in to Mids' by hand. If I can load up your build, I'll comment on it!
    You do realize that one of the original great features of Mids is that it can parse it's own text? You could have just block-copied the build-text and imported it - Mids can interpret that fairly well. Code-blocks and links are just simpler and more precise.

    Be Well!
    Fireheart
  7. The best server (software) is Apache.

    Be Well!
    Fireheart
  8. Wouldn't 'woad' blue be appropriate?

    Be Well!
    Fireheart
  9. Very nice, Cami... I take it she got 'moshed' in the face at this party? Or did she just 'win' a fight?

    Be Well!
    Fireheart
  10. Quote:
    Originally Posted by slythetic View Post
    Take anything you don't use often and relegate to a tray that you can click on. Most armors, mission transporter, etc.

    Decide which buttons you hit regularly or need to be able to hit quickly frequently. Even on my Dominator I find that isn't much maybe 14-16 max.

    Number the powers you chose from 1-whatever with the order of use

    List the keys you use for your power in order of comfort to use. Eg which keys can your hand reach most easily, which are a bit of a stretch.

    Match the two lists. I personally would learn to turn with a mouse for more precise control as well but that's just an aside to, how do you bind your powers.

    I'd say you have a lot of powers you really don't need on the tray or, you really don't necessarily need bound so you can immediately hit the button.
    Well, yes, that's basically what I've done already. The location for each power (on the first two trays) has evolved over time. I didn't just toss them in at random... Tray 3 IS slightly random - those two Dual Blades attacks are in completely random spots.

    2, 3, 4, & 5 are the buttons that I have always used most. 6 is a stretch, but still critical sometimes, since that's where my Heal is. Ditto for Alt-6, that's Consume - for 'healing' my Blue bar.

    1 is for Sands of Mu, which I use whenever the situation warrants. For instance, if I have a nice cone lined up, or I'm waiting another couple seconds for one of my main attacks to come up.

    Alt-1 is for pulling (Blackwand) and Alt-2 for nailing that Runner (Nemesis). I might not need 'pulling' in such a high-priority spot, but I do need to be able to cap that runner swiftly. The other thing I use those powers for, is pulling bad-guys off of 'my' squishies - "You Leave My Squishie Alone!!" <Bonk!>

    Remember, Taunt is shorter range, than either of the wands.

    I'm not sure which powers you think I 'really don't need', but which are taking up space that I could otherwise use. Still, I need to figure out a new layout, if I'm going to get stuff to where I can use it.

    Be Well!
    Fireheart
  11. Quote:
    Originally Posted by Blackleviathan View Post
    That power tray hurts my eyes X_X all your powers are all over the place!!!
    Okay, then please show me how you would do it?

    Be Well!
    Fireheart
  12. Fireheart

    Invuln/?

    Here, you can start it like this:

    Call Me Awesome's guides would have you investing in Fighting earlier, but I've not found that necessary.

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 49 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping

    Hero Profile:
    Level 1: Temp Invulnerability -- Empty(A)
    Level 1: Charged Brawl -- Empty(A)
    Level 2: Havoc Punch -- Empty(A)
    Level 4: Jacobs Ladder -- Empty(A)
    Level 6: Dull Pain -- Empty(A)
    Level 8: Unyielding -- Empty(A)
    Level 10: Taunt -- Empty(A)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Thunder Strike -- Empty(A)
    Level 18: Invincibility -- Empty(A)
    Level 20: Resist Physical Damage -- Empty(A)
    Level 22: [Empty]
    Level 24: [Empty]
    Level 26: Tough Hide -- Empty(A)
    Level 28: Chain Induction -- Empty(A)
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: Lightning Rod -- Empty(A)
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    Be Well!
    Fireheart
  13. Fireheart

    Invuln/?

    Taunt and Invulnerability's 'Invincibility' toggle-aura will do the lion's share of aggro-holding, but you are wise to note that another important component of aggro-management is your attacks. That said, Tanker Secondaries are mostly equivalent, in the end.

    **/Fire gets its first AoE a little earlier, while **/Super Strength gets its AoE notoriously late, and **/Dark only has the one, slim cone of Shadow Maul for AoE damage. Battle Axe and Mace both get a small +Accuracy, though their attacks can seem ponderously slow... However they also hit Hard. Dual Blades can be a bit fidgety with the Combo system, but the attacks are wicked-fast and designed to chain together smoothly.

    Ice's Cold-damage is usually least resisted by mobs, while the Smashing/Lethal of the weapon-based sets is most commonly resisted. The 'Energy' components of Dark, Energy, Electric, and Kinetic, and the Fire-damage of Fire are resisted by some enemies, but not by others.

    As for secondary 'mitigation' effects, many Tanker Secondaries have Stun, or Knock effects to temporarily put the enemy out of commission. Ice has Slow, Electric has Sleep, and Dark reduces the enemy's To-Hit, while Fire lacks any secondary effect... except more damage.

    These are just a small sampling of the various attack sets you might choose from.

    What I'm trying to say, here, is that there is no way to meta-game yourself a more powerful character. There are advantages and disadvantages to every choice, and the 'best' solution is a very individual thing. Often, it comes down to 'character concept' - how you envision your character and how you want to play him/her/it.

    I suggest you check out http://wiki.cohtitan.com/wiki/Tanker...ary_Power_Sets and try to narrow your options a bit. If you come back with 3 choices, we can more effectively discuss the specific plusses and minuses of each one and help you make a final choice.

    Be Well!
    Fireheart

    <Edit> Sure, lots of fun with Electric. It takes a few levels to build your attack-chain, but that's true of most sets. Electric has a couple of interesting mechanics, like Chain Induction and Thunder Strike's 'splash' AoE, and Lightning Rod... well, that's a lot of fun! - Zap-KaBOOM! -

    Your mitigation is Sleep and Endurance Drain, so you won't have enemies 'drunk walking' away from you, like with Stuns.
  14. Look, we get this question all the time. The answer always comes out the same. The very toughest armor-set is Stone. The second toughest is Invulnerability or Willpower. The rest all have pluses and minuses.

    The reason Everyone doesn't play Stone is that it has handicaps - reduced movement and recharge and damage. The reason Everyone doesn't play Invulnerability is that it doesn't have a Damage Aura - the aura is Taunt and Defense. The reason that Everyone doesn't play Willpower is that its aura Also doesn't do damage, plus it's weak at Taunt - instead it makes you heal faster.

    However, for 'normal' content, All of the armor sets will serve. So it's more a matter of concept. Pick a couple you like and check the Guides section for in-depth information.

    Be Well!
    Fireheart
  15. Quote:
    Originally Posted by Ironblade View Post
    Okay, you've got a ton of stuff in the trays that there's no reason to have there:
    Rest, Sprint, Ouro Portal, Pocket D Teleporter, GvsE Jump Pack, etc.
    Anything that is common across all characters should be in a keybind to free up tray space.
    Well, I'm not going to be reaching the right half of these trays with my left hand... well, except, sometimes I manage to contort my way to Alt-0 while I'm in motion, so I can smoothly Jump Jet over a tall object.

    The notion of setting a key-bind for all of the powers that are common to all toons is... sorta what VKhaun was advocating. I can see my way to doing that with several of those powers, but the 9s and 0s are... wanted, just not used in combat. The right half of trays are all toggles, or teleport-clicks - I either need to See them Running, or have them within easy reach. Granted, I don't actually need the 3 teleports on my main trays, but I do need the rest, so I can toggle them up quickly after being de-toggled.

    I've been considering tucking a spare tray, vertically, against the right side of the screen, for those common auxiliary powers. I could see re-sorting a lot of common powers off to the side, like that. It might please my Masterminds to clear space in tray 3 for summons and commands.

    Quote:
    Originally Posted by Starflier View Post
    Sweet zombie Jesus that's a terrifying mess of powers.
    I see I've impressed you! Perhaps you have some suggestions for how to deal with the mess? Fiery Aura has only one passive, so I'll need 17 buttons just to control my Primary and Secondary. Better get to work!

    Be Well!
    Fireheart
  16. Fireheart

    BrandX's Art!

    I'm not sold on the face, but the rest of that is Super!

    Be Well!
    Fireheart
  17. You're right, Pilgrim, I simplified the screenshot by only showing the core 3 trays. I actually default to 5 trays, with Booster-Pack, Veteran, Day Job, and Temporary powers that I don't try to use while running or fighting. My Masterminds have started using a 6th tray for purely Pet-related powers and macros, and I'm still figuring out how I want to arrange that.

    I think VKhaun's concept of co-opting the Q-row for those Vet-attacks that I still find useful is going to be the winner for me. I can even think of a couple of other items that I wish were more convenient and I could drop those into the 'virtual tray' as well.

    New Dawn - Instead of 1 2 3 4, my core buttons are 2 3 4, with my Pinkie on Tab and my thumb on Space. This leaves 1 and 5 as 'conditional' buttons - for instance, my Dark Melee toons balance Sands of Mu in 1 and Shadow Maul in 5, for the old double-flailing cone, AKA 'Ha-Hah! I got you once and now I'll get you again!' Tab is also 'conditional' since it has my crystal/quantum/void targeting macro, for my Kheldians.

    You are right, though, that I'm unlikely to make radical changes to my control-scheme. I played EQ for 8 years, before I switched to CoH, and I've played this for another 6 years, so I've become completely habituated. A friend induced me to try DCUO and it's been interesting, but a Constant trial, because DCUO is locked into different controller-scheme - it cannot be controlled with the keyboard.

    Thanks for all of your suggestions, I'll try this out and let you know how it goes.

    Be Well!
    Fireheart
  18. Quote:
    Originally Posted by VKhaun View Post
    I suggested as my example rebinding 9 and 0, to Q and E respectively. If you can hit 1-6 with your left hand now, you can hit Q and E. With alt modifier you already use that's +4 keys. With CTRL it's +6.

    I use WASD to move. If you don't that gives you W between them. Three keys by three modifiers is an entire powerset without doing anything you didn't say you already do.

    I don't see how the right hand is relevant unless you're just trying to segway into telling us all about your underground hipster control scheme we've probably never heard of.
    Clever point - You're right, I could put those Vet-attacks that I consider useful onto Alt-QWE and gain enough prime real estate to fill in the rest of my attacks. I wouldn't use the un-modified letters, since I Do, sometimes, use those when chatting.

    As for WASD, I've never been able to figure out how a person is supposed to use those to move and the Numbers for attacks.

    As for my 'hipster control-scheme', it's a barely modified EverQuest layout. Yes, it's 'old-school', but it works for me.

    Be Well!
    Fireheart
  19. Quote:
    Originally Posted by VKhaun View Post
    Go into keymapping and change keys from numbers to letters.
    Every time I make a new toon 9/0 -> Q/E, and ALT+9/0 -> ALT+Q/E.
    I'm not sure how you mean this...

    You're saying to map the right half of the power-trays to the top row of letters? Hmm, or even Skip 'Ctrl' and map the third tray to those letters?

    Or are you suggesting that I Not control my character with my dextrous right-hand, but try to put All of my controls under my (comparatively) may-as-well-be-a-Brick left-hand?

    Be Well!
    Fireheart
  20. ... Alllright... I guess I'll just have to show you:

    Code:
    ADD "target_enemy_far"
    NUMLOCK "nop"
    NUMPAD0 "target_enemy_near"
    NUMPAD1 "+left"
    NUMPAD2 "+down"
    NUMPAD3 "+right"
    NUMPAD4 "+turnleft"
    NUMPAD5 "+backward"
    NUMPAD6 "+turnright"
    NUMPAD7 "nop"
    NUMPAD8 "+forward"
    NUMPAD9 "nop"
    NUMPADENTER "target_enemy_next"
    SUBTRACT "target_enemy_prev"


    Seems to me like the best/only choice is to take a page from my Kheldians and make a rotating bind that cycles each combo on a single button. Either by re-mapping the key, or doing a tray-shift. I can set up another floating tray to 'monitor' the attack-timers for all of these attacks.

    So, I would push 3 - 3 - 3 for Empower, 4 - 4 - 4 for Attack Vitals, 5 - 5 - 5 for Weaken, and eventually Alt-4 - Alt-4 - Alt-4 for Sweep. 2 would remain 'reset'.

    How else could I do it?

    Be Well!
    Fireheart
  21. Err, I do have a good mouse with a few buttons, but it's over there -->>

    I do my 'driving' and targeting with my right hand on the NumPad, especially during combat. That's why none of my in-battle powers are on my #4 and #5 Trays... I'd have to 'mouse' to use them.

    Mouse is great for click-to-move and Teleport and doors & blinkies, but I'm not going to try to steer with it and you can't Strafe with it, at all! Need strafe to aim the cones. It's another reason why I'm not enjoying DCUO that much.

    Be Well!
    Fireheart
  22. Oh, and about Afterburner...

    Quote:
    Originally Posted by JanusFrs View Post
    Afterburner: Concept reasons I like the idea that the toon will have the ability to fly fast :3
    The Power Listing says: "Afterburner greatly increases your maximum fly speed, provides a high amount of defense, flight protection and additional flight control, however while active you can only use powers that target yourself."

    What it Doesn't tell you is that it doesn't actually Raise the Fly Speed Cap... or, if it does, not by much. Go ahead and try it, but I think you'll be horribly disappointed. I tried it on one of my fliers and I was not impressed. Plain old Super Jump is faster.

    Be Well!
    Fireheart
  23. Quote:
    Originally Posted by JanusFrs View Post
    Have thought about getting Hasten, but I kinda think I'll miss ResEl for it's slow resistance in the end game as well as the earlier levels, so if I'll take it, I'll have to figure something else out. Regarding Energy Punch, will I feel VERY nerfed not taking it? I expect to only play at a normal pace (No AV/GM soloing, likely no TF soloing either, unless I'd overrate myself), so I'd prefer not having to take it unless my performance will, somewhat, feel nerfed.
    I like most of Finduilas's Power picks, particularly in the middle and end levels. For a Tanker, able to pick up Temp. Invuln. at first level, everything else in the Primary (like RPD) becomes Much lower priority. (This would be true for Scrappers and Brutes, as well, IF they could take Temp. Invuln. at first level.)

    However, for the same reason, and Also due to 'Beginners Luck' (the way that powers scale in the first 10 levels), a Tanker really doesn't need their heal ASAP. So I always put Dull Pain at L6 and grab my Attacks at 2 & 4, which allows me to build my attack-chain and not feel so 'gimped' when it comes to doing Damage at lower levels.

    And, to answer your question about Energy Punch, yes, you Will feel 'gimped' without it, as you stand there, waiting for the recharge-timer to give you something to do. And don't look for Hasten to fix that problem - Energy Melee is 'slow' because the Devs nerfed the Animations, not the recharge.

    Here's my L50 Main:
    ** Note, I DID drop Energy Punch and take Dull Pain early on this Respec build. That is because I didn't have a way to fit Leadership in, otherwise - so I had to promote Boxing into Energy Punch's place, despite the lower performance. For your first 20+ levels, use Energy Punch - it's great!
    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Perfect Perry: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(11)
    Level 1: Barrage -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(3), C'ngImp-Acc/Dmg/Rchg:40(9), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(31)
    Level 2: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(3), Numna-Heal/Rchg:40(23), Numna-Heal/EndRdx/Rchg:40(23)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(5), C'ngImp-Acc/Dmg/Rchg:40(11), C'ngImp-Acc/Dmg/EndRdx:40(19), C'ngImp-Dmg/EndRdx/Rchg:40(33)
    Level 6: Boxing -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(7), C'ngImp-Acc/Dmg/Rchg:40(9), C'ngImp-Acc/Dmg/EndRdx:40(15), C'ngImp-Dmg/EndRdx/Rchg:40(31)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(46)
    Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt/Rchg/Rng:40(42), Mocking-Taunt/Rng:40(46), Mocking-Rchg:40(50)
    Level 12: Combat Jumping -- LkGmblr-Def:40(A), LkGmblr-Rchg+:40(45)
    Level 14: Super Jump -- Winter-ResSlow:40(A)
    Level 16: Whirling Hands -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), Erad-Acc/Dmg/EndRdx/Rchg:30(19), Sciroc-Dmg/EndRdx:40(33), Sciroc-Acc/Dmg/EndRdx:40(34)
    Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(21), LkGmblr-Def/EndRdx:40(21), LkGmblr-Rchg+:40(25)
    Level 20: Resist Physical Damage -- ResDam-I:40(A), S'fstPrt-ResDam/Def+:30(43)
    Level 22: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam/EndRdx/Rchg:40(50), RctvArm-ResDam:40(50)
    Level 24: Assault -- EndRdx-I:40(A), EndRdx-I:40(25)
    Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Run+:40(29), LkGmblr-Def:40(33), LkGmblr-Rchg+:40(40)
    Level 28: Tactics -- AdjTgt-ToHit:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(29), AdjTgt-EndRdx/Rchg:40(34), AdjTgt-ToHit/EndRdx:40(45)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(40), RctvArm-EndRdx:40(42)
    Level 32: Build Up -- AdjTgt-ToHit/Rchg:40(A), AdjTgt-ToHit/EndRdx/Rchg:40(37), AdjTgt-Rchg:40(45)
    Level 35: Energy Transfer -- F'dSmite-Acc/EndRdx/Rchg:40(A), F'dSmite-Acc/Dmg/Rchg:40(36), C'ngImp-Acc/Dmg:40(36), C'ngImp-Acc/Dmg/Rchg:40(36), C'ngImp-Acc/Dmg/EndRdx:40(37), C'ngImp-Dmg/EndRdx/Rchg:40(37)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/EndRdx:40(39), C'ngImp-Acc/Dmg/Rchg:40(39), C'ngImp-Acc/Dmg/EndRdx:40(39), C'ngImp-Dmg/EndRdx/Rchg:40(40)
    Level 41: Conserve Power -- RechRdx-I:40(A)
    Level 44: Physical Perfection -- P'Shift-EndMod:40(A), P'Shift-End%:40(46)
    Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(48), LkGmblr-Def/EndRdx:40(48), LkGmblr-Rchg+:40(48)
    Level 49: Resist Elements -- Aegis-Psi/Status:40(A)
    Level 0: The Atlas Medallion
    Level 50: Cardiac Boost
    ------------
    Level 1: Brawl -- Acc-I:40(A)
    Level 1: Sprint -- Clrty-Stlth:40(A)
    Level 2: Rest -- RechRdx-I:40(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:40(A)
    Level 2: Hurdle -- Jump-I:40(A)
    Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(27), Numna-Heal:40(27), Numna-Regen/Rcvry+:40(42)
    Level 2: Stamina -- EndMod-I:40(A), P'Shift-EndMod:40(13), P'Shift-End%:40(13)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1513;704;1408;HEX;|
    |78DA8554CB52135110BD3733214C1EE44508CF90F0C89B404A59B97021885860512|
    |55ABAC2012E303A0ED424A871E72FB871273E762EFC083FC1B7BFA0A2FE4168A60F|
    |812A164E159CB93DDDA74F9FE9C9F293B9F0FB856797850C5FB1CD46636DD5741E2|
    |83770C36CEEBBA62DE88AAC28774B6D34B3846E2B40910C27ADCDA92DE534546DD1|
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    |FDE8FD917293DC5B26AB5C5F4E4B8FF71B3D4BC18B14BC28C38B3ABCA8C38B04CD9|
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    |B50971E978CF85289F9DAB4D97A89F8B5C3C17B9702EF2212E441D731F01B85CD24|
    |8|
    |-------------------------------------------------------------------|
    Be Well!
    Fireheart
  24. Hello, fellow Tankers, I need help!

    So, my Fire/DB Tanker has reached L36 and I've unlocked and slotted the third Combo, Attack Vitals... And there's just not enough Room on my power trays to handle all of these attacks! Not with buttons that I can reach with one hand, at least.

    1 = Sands of Mu, 2 = Power Slice (aka 'reset combo'), 3 = Nimble Slash, 4 = Ablating Strike, and 5 = Typhoon's Edge.
    Alt-1 & Alt-2 are Blackwand and Nemesis Staff for the occasional Ranged attack.
    Alt-3 = Taunt - It's just too useful to skip, and Alt-4 = Blinding Feint.

    This set-up allows me to 'waltz' my left hand through the combos at will and it has served me fine for many levels... But now I have a new combo, requiring two new attacks, and.. I'm out of buttons I can reach with one hand!

    Sure, there's 6 and Alt-5 and Alt-6... but those are all for the Fire! 6 = Healing Flames, Alt-6 = Consume, and Alt-5 is Buuuurnnn! Yeah, baby!! <cough> Sorry.

    Tray 3 can be reached with 'Ctrl' but I dare you to try that with one hand, without tying your fingers into a pretzel!

    So, I need a reasonable way to activate my Combos with fewer buttons. Does anyone have a suggestion?

    Be Well!
    Fireheart
  25. My answers is:

    "Don't be Silly! You take Both of them!"

    Be Well.
    Fireheart