Hyperstrike

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  1. Hyperstrike

    SS/Inv Help.

    Quote:
    Originally Posted by elvnsword09 View Post
    As for the lack of Stamina, I am running Cardiac Core Paragon on my Alpha slot, so frankly I don't see the point in running stamina anymore... ((Is there a way of flagging what I run in my Incarnate slots in a Mids build?))
    The incarnate button at the top of the screen.

    And while you're reducing the amount of endurance from various things, without Stamina, your recovery of stamina spent becomes much slower.

    With Stamina, and the slotting for Dam/End vs Dam/Rech and/or procs, you're able to sustain your ability to attack far longer than would otherwise be the case.

    Quote:
    As this is a forum for constructive criticism, and I am out searching for help in making my build even better then it is (and trust me this build tears through things, and stands up to everything short of a Lambda gone wrong), I am more then willing to use up one of my alt builds to give your's a shot, and compare how the two actually perform for me in game. Thanks for the feed back. You are right on the Reactive armor call, good catch...

    ~Elvnsword

    Yeah. Honestly, you may want to go a bit further and get your E/N up more. But that's going to take a slightly more radical rebuild. The two trials are tossing around a lot of energy damage (the Lambda is also tossing pure psi at you too, but building just for that is futile).
  2. Okay, try stepping back on the drivers. See if either of the older ones mentioned works.


  3. You can click on it for the full sized one.

    Snapped the image because of the funny location of the HGFH after beating her down.

    Now looking back at it, the first thing that pops to mind is "Man! She wore him out!"
  4. I don't. But if you want to set yourself up with a small "Fibber McGee's Closet" (a base that's primarily about just storing your junk in it) and coalition out, I can toss you a couple coalitions.
  5. You may want to try uninstalling and doing a clean reinstall of the nVidia 270.61 drivers.

    If that doesn't work try stepping back to the 270.51 drivers.

    If THAT doesn't help, try the 267.59's.

    If that fails contact the card vendor to see if you can get a replacement card.
  6. Quote:
    Originally Posted by Forbin_Project View Post
    I think the name is Invasion: Book One of the Secret World Chronicle.

    I actually downloaded the podcast and listened to it. I might have missed it but I didn't hear anything resembling a "rocking the aura" joke.

    Granted parts might have been cut.
  7. Hyperstrike

    SS/Inv Help.

    Unyielding and Temp Invuln are overslotted.
    4 slots of Reactive Armor is more than sufficient.

    RPD is underslotted by one.

    Too many instances of Reactive Armor (6). Turn Resist Elements into An Aegis set. 3 slots gets you slightly boosted fire defenses.

    5-slotting KinCombats is a waste. If you're going for better stats (acc/dmg/endred/rech) go for one of the sets where the IOs go to Level 50.

    If you're going for better damage output, look at a proc.

    If you're looking for better set bonuses for survivability, look at 2-slotting Pounding Slugfests (Acc/Dam and Dam/End or Dam/Rech) for the 8% regen bonus.

    Honestly, just hide Boxing and use the slot elsewhere.

    Invincibility is overslotted.

    Ask yourself how often you use Unstoppable. If the answer is "I never use it" or "I almost never use it", get rid of it. If the answer is "I use it a lot", slot it up for max recharge.

    Get yourself a Steadfast unique. No arguments.

    One-slotting Hurl is a complete waste. Either slot it up or get rid of it.

    Uh dude? WHERE'S YOUR STAMINA?

    Here's a build just to give you an idea of some of the problems in your build.

    Just shy of S/L softcap with one enemy in range. Better E/N and F/C. This should make it safer during farming.

    Actually slotted for Stamina and health slotted for recovery/regen.
    Endurance usage went up approximately 10%, but recovery went up 27%.

    Hurl is useful now (though your patron powers are still a joke).

    You'll output less damage over time than you would when proc'ed out, but your damage output will be more dependable and the accuracy bonus, coupled with perma'ed Rage should more than make up for it.



    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Team Liberties: Level 50 Magic Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Acc/Dmg:30(29), P'ngS'Fest-Dmg/EndRdx:30(31)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx:40(29), S'fstPrt-ResDam/Def+:30(33)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam:40(33)
    Level 4: Dull Pain -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(5), Numna-Heal:50(11), RechRdx-I:50(46)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/EndRdx:30(36)
    Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/EndRdx:30(39)
    Level 10: Boxing -- Empty(A)
    Level 12: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt/Rchg/Rng:50(13), Zinger-Taunt:50(31), Zinger-Taunt/Rng:50(31), Zinger-Acc/Rchg:50(33), Zinger-Taunt/Rchg:50(50)
    Level 14: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx/Rchg:40(15), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam/Rchg:40(40)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-EndRdx/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(48)
    Level 18: Rage -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
    Level 20: Resist Energies -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(21), RctvArm-ResDam/EndRdx:40(48)
    Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23)
    Level 24: Fly -- Flight-I:50(A)
    Level 26: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(27)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(42)
    Level 30: Hurl -- FrcFbk-Rechg%:50(A), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Acc/Dmg:50(50), Thundr-Dmg/EndRdx:50(50)
    Level 32: Foot Stomp -- FotG-ResDeb%:50(A), Armgdn-Dmg:50(40), Armgdn-Dmg/EndRdx:50(43), Armgdn-Acc/Rchg:50(45), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Dmg/Rchg:50(45)
    Level 35: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(36)
    Level 38: Unstoppable -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(39), Aegis-ResDam/Rchg:40(39)
    Level 41: Resist Elements -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam/EndRdx/Rchg:40(43), RctvArm-ResDam:40(46)
    Level 44: Mu Lightning -- Dev'n-Hold%:50(A)
    Level 47: Ball Lightning -- Ragnrk-Knock%:50(A)
    Level 49: Static Discharge -- Posi-Dam%:50(A)
    ------------
    Level 1: Brawl -- RechRdx-I:50(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(34), RgnTis-Regen+:30(46)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(13), P'Shift-End%:50(25)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. Hyperstrike

    CoX and Chips!

    YOU OWE ME A NEW MONITOR!

    This one has soda all over and in it now!
  9. Quote:
    Originally Posted by Chase_Arcanum View Post
    Its one of the core design issues in CoH, really. As Jack notoriously said once, "its no fun fighting statues" (or being statues, in case of foe holds). CoH brought many of the DIKUMud mezz concepts over and made them more commonplace than any predecessor. They fit the superhero genre (though one could question the hero-ness of sucker-punching an incapacitated foe)

    If foes succumb to mezzes quickly and easily, then adding new mechanics to foes becomes somewhat moot: the old method of "hold em and hit em" will always win out. However, if foes don't mezz as usual, then you've marginalize archetypes that are defined by that ability.


    What they really need (but can't add to the game without an NGE-like revamp and corresponding player revolt) is a re-do of the entire mezz and mezz-management system. Rather than go by a binary "you're held or you're not" you may look at a tiered system:

    - a foe resisting a hold attack may be slowed (from constantly pushing against the hold) or use more endurance to do the same action or even sustain damage over time by fighting back.
    - rather than making a hold "fire and forget" you could create a "sustainment" mechanic where players can continue to strengthen or extend a hold through active involvement (some kind of minigame mechanic). heck, you could have it that if a specific mezz threshold is met the foe is totally subdued. No need to suckerpunch him then :P

    Combined, you'd have foes that are resistant to various mezzes start to show other issues as they shrug off the mezz, and your mezzers could feel more actively involved in building up and maintaining the attacks. You lose the 'all or nothing' state that backs the devs into a corner, but you don't marginalize an entire archetype

    This.
  10. Quote:
    Originally Posted by mauk2 View Post
    Thread title says it all.

    The new Incarnate level stuff is a fairly serious money sink. Has anybody noticed any effects on the market yet?
    I've noticed one thing. I've developed a deep, deep aversion to spending inf to finance my Incarnate addiction.
  11. Hyperstrike

    Stolen artwork?

    Okay, went back today and noted that a bunch of the images have had the sales auto-ended.
  12. Quote:
    Originally Posted by Chyll View Post
    No they don't. Stacked holds prevents the strikes and the porting.

    Bull. See above. 7 fire/rads. SEVEN FIRE/RADS. He'd be standing there doing the classic "choke" animation showing he's held.

    *TELEPORT*

    We'd get over there and he'd still be in the choke pose. We'd continue, and we'd get the arrows for the airstrike. All while he's still choking.

    Possible that this is a bug. But as of Monday night, stacked holds didn't prevent a damn thing.
  13. Quote:
    Originally Posted by Jophiel View Post
    I suppose more holds would help on Durray
    You suppose wrong.
  14. Quote:
    Originally Posted by Golden_Avariel View Post
    I've run it twice now, both on relatively random teams, both with only one controller, and while we had to chase him around a lot on the first run, it was by no means impossible... full of debt for the non-50's certainly which is why I hope they slow down the teleports in a near-future patch.
    More controllers doesn't help anything. My Fire/Rad group was running last night. Granted, we were running +2, but we completely tore through everything until the Duray^2 fight. No amount of holds stops the teleports and no amount of holds stops the airstrikes or clone spawns.

    We would have one or both of them reduced to a sliver of health and move out of the way of an artillery strike and die anyhow.

    Having the airstrikes spawn in the hospital was not fun. But what was even MORe fun was the fact that an entire squad of Sky Skiffs spawned in there as well!

    We loaded up on purples and oranges to ameliorate damage, we were dropping everything we had on them and could never get them down past that last 5-10%. We'd get nailed through 60+% defense, then more of us would get nailed through 60+% defense + Vengeance.

    We hammered on it for an hour straight and finally got fed up.
  15. Quote:
    Originally Posted by Golden Girl View Post
    I think the aerial attack mechanic from Sutter and Apex will show up in one or more Trials - it's too much fun not to - and having 20+ players bouncing around to avoid it will be evn more chaotic that 8
    My only gripe is that these attacks are automatic regardless of the AV's status.

    Primal Duray can auto-teleport, regardless of how firmly he's held. You can see him standing there choking, he teleports and when you get over to him he's still standing there choking.
    He can also auto-Airstrike, again regardless of status.

    One or the other I could put up with, even though the mechanic works that way NOPLACE ELSE IN THE GAME. But both is just flat-out ridiculous.

    I dislike the method of "adding challenge" being "we'll just ignore anything that's not flat-out damage". This is one of the things that's reviled about the Reichsman TF/SF. He's essentially just a stupidly fat sack of HP. There's nothing inventive about MORE DAKKA to win a fight.

    There's also the really nasty problem in the Duray fight of AoE attacks and holds (Hot Feet, Choking Cloud, Death Shroud, etc) completely masking the telltales for the airstrikes. Are the devs demanding we just start turning key powers off now or face auto-hit death? Really?

  16. Hyperstrike

    Stolen artwork?

    Submitted multiple complaints to EBay, not that I expect any real action from them (no, I do NOT have a good opinion of the shysters at EBay).

    Also, sent several VERY pointed questions to the seller as well.
  17. Quote:
    Originally Posted by Luna de Nocturne View Post
    Well as of yesterday, the air strikes *could* hit you under the bridge. Several of us get smacked in the hospital last Wed lol. But the patch should fix that.

    I usually don't mess w/ TF settings. Maybe you all could run the first part at +2, and then scale it down right before that last mission? I'm not sure if the level you are at before starting affects it, or if it's the level of the team leader right before you enter the mission.
    You don't get a chance to swap during the second portion (fighting through the sewers). So basically you come off fighting at the floating base and have to swap difficulty then and there. Part 2 is one of those chained-objective missions. The first portion happens in the sewers and is analogous to one mission, then the "exit" dumps you into the entrance of the next mission.

    Honestly, we could have handled the floating fortress mission and the sewer portions at +4. The Fusion/Jane Tremblor fight was a joke. We burned them down without even trying. It's just the mechanics of the Duray fight is pure hax (in my not-so-humble opinion). I'm getting mightily tired (already) of mitigating the effects of certain AT powers by simply ignoring them outright.
  18. Sorry about the debacle last night guys. Ah well, learning experience.

    Just REALLY aggravated that we have yet another gimmick fight where stacked holds on an AV do nothing to slow or halt auto-teleport and auto-fire, auto-hit powers.

    Still wondering how you call in an airstrike when you're choking.

    Maybe we can give this a try next week, post patch and we'll dial back the diff to +0x8. It'll make for a boring killfest, but c'est la vie.
  19. Quote:
    Originally Posted by Arbegla View Post
    That's before counting Vigilance Or defiance. Which is more valuable? the Defender's damage numbers, or the blasters? This is also not counting fortitude, or any other buffs that blaster may get, that obviously my emp would not.
    Completely irrelevant. The point is, do the damn damage. Heal if you REALLY must, and buff when convenient. The fact that a blaster will out-damage you is completely besides the point. MORE DAKKA! Period.

    Quote:
    That's my point. Defender damage is so low, its really not going to make much of a different, especially when a blaster literally out damages the highest damaging attack a defender has, with its t2 blast that it can use while mez'ed.


    This is about the TEAM killing things faster OVERALL.

    Defenders and controllers bring other things to the team besides raw damage. But to focus on those factors at the expense of damage output is just as lazy as ignoring the secondaries in favor of straight damage.

    Quote:
    Its not worth skimping out on my buffs to use my attacks when the AT next to me is dishing out double my damage in the same time frame.
    Yes! YES IT IS!


    Quote:
    I might as well boost their damage more, and keep them alive, instead of trying to deal damage.

    You keep presenting this as a binary equation. Either or. It isn't. And if you can't both buff AND output damage, this is where we give you the LNR2PLAY award.
  20. Quote:
    Originally Posted by Local_Man View Post
    Storm's Gale needs to be on autopower. Everybody love it when you're "Rockin the Blow!"


    You sure?
  21. Hyperstrike

    Pookin fo nub.

    Quote:
    Originally Posted by Zwillinger View Post
    It's a strange phenomenon, the media's obsession with branding things that we've been doing in the MMO-sphere for years as "new" and "cutting edge". To this day I'm still amazed at people who refer to Community Management as a "new" career path.

    I think it's pretty neat that we all consider this old news at this point. We're just so darned progressive .
    Most of what happens in MMOs on a social level have direct analogues already.

    But now, instead of going out and joining Moose Lodge #12345, throwing tupperware parties, joining a bowling league, or running for local office, gamers get together to bash evildoer.

    And community support? New? Where have they been for the last 50+ years? Yes, you're a somewhat newer form of customer rep. But even the idea of a community management position has been around nearly 20+ years, if not longer. Even in the pre-public internet days of AOL/Compuserve there were community management positions.

    MMOs are simply one more social venue in which to meet people. Like going to a rock concert where everyone has superpowers.

    I think part of the dissonance they (the news media) are experiencing is due to the reportage of internet addiction, and the whole "jobless guy living in his mom's basement" image. That and some attempts to paint the net as a den if pervs, rapists, psychopathic weirdos, and sexual deviants (so why would a Good Girl/Guy waste their time?).
  22. Hyperstrike

    Pookin fo nub.

    Quote:
    Originally Posted by Vanden View Post
    I think you mean Wookin' pa nub?
  23. Quote:
    Originally Posted by Doogie View Post
    A LONG time ago I think I'll just start a new character and go from there...
    Welcome back.

    Roughly when? It helps us to give you the information you need in a manner you can absorb.

    If you left a year or two ago and are coming back now, while there have been big changes they can be outlined fairly easily.

    If you're asking "What's a Mayhem Mission?" and "Patron Power Pools?", then you're going to feel like the law firm of someone suing IBM.

    Quote:
    Lawyer: We need documentatio...what's that beeping?
    IBM-Lawyer: The truck with your documentation.
    Lawyer: All that?
    IBM-Lawyer: Yup. Where do you want the OTHER 12 trucks to park while you unload him?
    A good starting place to see "what's new" with a general overview is the Issues page at ParagonWiki. It has every issue to-date listed and linked. This way you can see what was the last issue you were present for. Then you can proceed to read up on what's new.

    If you left about the time you stopped posting to the forums, that'd be about 6 years...

    If so, while the game is similar to the one you originally played, it has had so much work done that it may as well be a new game.
  24. Quote:
    Originally Posted by Psychic Guardian View Post
    I've had a lot of fun over the past couple years creating "New PGs" on Guardian; copies of his character/costume/powercustomization(where applicable) into new toons with different combo's of psychic powersets.

    So far I have:
    Psychic Guardian (Mind/FF/Ice Controller)
    Psychic Striker (PsyBlast/MM Blaster)
    Psychic Assailant (Mind/EM Dominator)

    I've decided (and planned out in a Mids) I want to try the increasingly popular Mind/Psy Dom. I have everything all ready, except a name lol.

    So I thought I would come ask Guardian for help . If you haven't guessed I like the naming pattern of Psychic _____ . Hopefully an offense-style adjective, without sounding too hostile, since he's a hero in the isles*.

    So does anyone wanna offer any ideas? I've been through thesaurus' etc, I had a hard time finding Assailant when I made him as it is lol, now I need another adjective .

    *I know with GR I can make him a full hero. But give up the villain alignment Frenzy aka Insta-Dom?? No wai
    Why not simply go for something simple and "What it says on the can"?

    Psychic Dominator.