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Here's a little something just kinda thrown together.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(5), P'ngS'Fest-Dmg/EndRdx(7)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(11)
Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 4: Dull Pain -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(21)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Dmg/EndRdx(25)
Level 10: Swift -- Empty(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27), RgnTis-Regen+(29)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 18: Rage -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Rchg(46)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34)
Level 24: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(36), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(36), Zinger-Dam%(37)
Level 26: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 28: Invincibility -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 32: Foot Stomp -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(50)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(42), DefBuff-I(43)
Level 38: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 41: Resist Energies -- Aegis-Psi/Status(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx(45)
Level 44: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(46)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run
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Quote:Pop your CoH Helper and Hijack This reports up. Or if you'd dropped them on another thread, gimme a link.I don't run ITFs like I used to - so I don't know. I'm serious about the crashing. It's annoying.
Outside of random crashes, the only time I've seen CoH bomb out on a regular, dependable basis is due to running out of memory or becoming unstable after passing the 1.5GB threshold (32-bit apps have a maximum memory allocation per-process of 2GB, but many of the high-memory-usage 32-bit apps I've encountered start becoming flaky at or above 1.5).
That or driver issues. -
Also note he doesn't mention which server.
Well played sir. Well played. -
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Quote:I'd say reroll. With a full team and bumped difficulty you'll be leveling so hard it wont' even be funny.Hyper, right now I'm sitting at level 11 on Virtue on my Fire/Rad. I have heard of your legendary superteams... and I want in. Would I be better off rerolling or should I pay for a server transfer? He's Praetorian so it might be better to hit 20, but again...
Reroll or transfer? I want to see what this AT Combo is capable of before I dedicate to it. -
Wrong. The seller sets the price floor. The buyer sets the price. The real culprits of inflation are not the "greedy flippers". They're the doofuses with the BUYITNAO mentality.
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Quote:Open mouth, insert foot. You're right.I agree that Char is far superior to Ring of Fire, but Char and Ring of Fire do the exact same damage. Both have 5 ticks of 6.73 damage unenhanced at level 50.
I look at it this way. Immob one or many. I tend to pick quantity.Quote:They really don't compare, as they are generally used for different purposes. Ring of Fire in low levels is mostly a damage power that sets Containment. In upper levels, it can be used for Immobilizing bosses and AVs. Fire Cages is an essential power to combine with Flashfire. 
I tend to build with Hasten and three slot Recharges into it. However, due to diminishing returns on Recharge, the difference between 4 slotted with EndMod/Recharge IOs, or three-slotted Recharge is fairly negligible.Quote:Eventually, this is a nice power for the full Efficacy Adaptor set -- if you don't have a lot of global Recharge, you can leave off the EndMod/Acc and put a common Recharge in the 6th slot, but 6-slotting that set gives you a 5% Recharge. You want AM up as much as possible, and it is worth 6-slotting it.
That and I run my Fire/Rad in groups of Fire/Rads. Recharge is seldom a problem.

Again, I tend to run in teams, so this isn't usually an issue. And you're right about it really needing a second EndRed solo.Quote:I think 2 EndRdx is really needed, but a third has very marginal benefits. This power uses a LOT of endurance, and I generally recommend waiting until after Stamina to get it.
Usually when I do solo, I don't usually need Flashfire up more often than it already is. Granted, I'm already running a high recharge build.Quote:Slotting for Damage is a waste. Flashfire needs Acc, Stun and Recharge. EndRdx is nice to have, but I only include it as part of an IO set. Since it is an opening power, endurance usually isn't an issue when you use it, and I don't want to give up any of the main three for EndRdx.
I tend to use it as my "aw crap" hold due to the recovery penalty.Quote:It really depends on how much you use it. Unlike most AoE control powers, EM Pulse does NOT have the 20% Accuracy penalty that Cinders and Flashfire have. Two accuracy is nice, but not essential. Also, the hold duration is already very long, so you may not need to slot for much Hold Duration. However, the Recharge is very long so if you use it a lot, then Recharge is key. I see some people slot this for Endurance Mod for its End Drain -- that is a complete waste because by the time the hold wears off, the endurance lost will have been regained. Slot for some Acc, Some Hold and a lot of Rech if you use it a lot -- I mostly keep it in researve, so I find 4 slots is enough.
Assault? Yeah, Maneuvers? Yeah, only on teams.Quote:Assault and Maneuvers will add to the already massive endurance drain of Hot Feet and Choking Cloud. I wouldn't consider adding the Leadership toggles unless you have a bunch of Recovery from sets or teammates. Even then, I find Fire/Rad to be a tight build -- maybe after I-19.
If you're going after AVs by yourself, yeah. I tend to be more leisurely solo. Stun them, hold them, run up and cook them.Quote:Radiation Infection and Ling Rad are essetial powers to me. Ling Rad is really important to go after AVs, to overcome their Regen.
This is where the stacked Maneuvers comes in handy.Quote:I have tried the team teleport trick -- personally I was not impressed, as I found that we took a lot of damage before the hold from stacked Choking Cloud hit.
I have found, while "tanking" for my Fire/Rad team that Flashfire always seems to draw aggro and an alpha strike before the stun set in. Sometimes survivable, sometimes not.Quote:I prefer to Flashfire+Fire Cage from range and then run in. However, I know that some people seem to like team teleporting a team of Fire/Rads -- It is just about the only use for the power.
Agreed. However Enzymes are HELLA expensive nowadays and quite scarce.Quote:As far as End Game slotting -- Enzymes in Radiation Infection are great -- that Hami-O provides ToHitDebuff/DefenseDebuff/EndRdx -- in three slots, you can fully cap all three aspects of RI.
Agreed.Quote:The Gravitational Anchor Chance for Hold proc is wonderful in Fire Cages -- it is worth the price of a purple. The Lockdown +2 Mag proc is especially good in Choking Cloud due to the unique way in which Choking Cloud works with two chances for stacking Mag. The proc can help you hit a lot more foes -- but fully slot for Hold Duration first, and get as much EndRdx as you can in there, too.
Considering that I frankenslot my Fire/Rads most of the time anyhow (to bump recharge and max EndRed, I'm not giving up all that much.Quote:The downside of using Endo and Perox Hami-Os is that you give up IO set bonuses. Still, using Hami-Os you can slot Char with 1 Acc/Dam, 1 Acc/Mez, 2 Dam/Mez, 2 common Recharge -- that gives you capped Hold and Damage, plus good accuracy and great Recharge. It is up to you whether adding all that extra enhancement is worth giving up set bonuses.
YMMV. -
Quote:Just rolled one of these bad boys up...
I don't have access to Mid's at the moment, but I would like some insight from anyone willing to give it. Anything I should/shouldn't take aside from the obvious (toggles, debuffs, AoE)? Any particular slottings for certain powers? I'm all ears.
Okay, there aren't a lot of specific builds, mostly because Fire/Rad is a fairly easy and open Primary/Secondary to build for.
1: Char > Ring of Fire: While Ring of Fire has superior damage, it's an immobilize. This means they can still shoot at you. Char is a hold. If they're held, it doesn't matter if it did less damage. YOU are taking less damage because they're not shooting at you.
2: Fire Cages > Ring of Fire: AoE Immobilize vs ST Immobilize. Need I say more?
4: Accelerate Metabolism: Take it, three-slot it for recharge ASAP. Later, maybe, four-slot it and frankenslot EndMod/Recharge and Acc/Endmod/Recharge from PerfShifter and EffAdaptor.
8: Hot Feet: Take it and throw as many slots as you can at it. This is a big portion of your damage output. Look to slot lots of multi-aspect IOs in there. Possible to get 96% acc, 99% damage and 80% EndRed.
10: Enervating Field: Chuck an EndRed at it and call it done. Boost your damage output.
12: Flashfire: Your big opener for control. Damage is meh, but the stun is VERY nice. Slot for Acc and Stun. If you have space, chuck a bit of Damage and EndRed at it.
20: Stamina: Very important because some of your toggles can run quite heavy. On Fire/Rad teams, it's less important since stacked AMs will take care of you quite nicely.
28: Choking Cloud: Your other big toggle. Slot it up for as much Hold and EndRed as you can get on it.
32: Fire/Imps: Another big, if somewhat uncontrollable source of damage.
38: EM Pulse: Slot it for As much Acc and Hold as you can get.
Nice things to have:
- Radiation Infection: Dropping your enemy's ToHit and their defense? SWEET. This power, when slotted properly can nearly floor defense on just about any enemy in the game. Even nicer, it's auto-hit.
- Maneuvers: More defense is never a bad thing. Especially when stacking on teams.
- Lingering Radiation: A form of soft control. Slows down the quantity of incoming attacks and enemy movement, keeping them in range of your AoEs long enough to let them do what they're supposed to.
- Mutation: For the occasional faceplant on your team.
- Smoke: Helps out quite a bit at lower levels when trying to prep a group for an alpha strike.
- Fallout: This combination mini-nuke/debuff is very nice if you have a friend develop a sudden, involuntary interest in the floor while surrounded by a large mob.
- Hasten: AM is already nice. Hasten just makes it better.
- Assault: More damage never hurt anyone...uh...wait!
- Vengeance: Your friend dies, you get stronger. Problems? Indeed, think about the trifecta of Vengeance, Fallout, and Mutation to get your buddy back up. Yeah, you know you have that evil grin on your face.

- Team Teleport: Nice for Fire/Rad teams. Pop in right on top of an enemy before they know what's happening. Much COUGH/CHOKE/BURNBURNBURN ensues. It's also nice for keeping teams on-point with an enemy as the feeling of godlike power that comes with a team of 8 Fire/Rads can spur some players into fits of kill-craziness where they'll run all over the place like a Brute whose Fury bar is not full.
Nice-to-have enhancements:
- Endoplasm Exposures: 33% Acc and 33% Mez? What's not to like?
- Peroxisome Exposures: 33% Damage and 33% Mez? Again, what is the downside?
- The Lockdown Proc. Additional mags to your mez are NEVER a Bad Thing<TM>.
- The Numina +Regen/+Recovery IO. On a build as End-heavy as this, more recovery hurts nobody.
- The Miracle +Recovery IO. Ditto.
Things I specifically recommend avoiding:
- Tactics: While +ToHit is always nice, the +Perception applies to your Imps as well. This can cause them to run off and aggro additional groups of enemies before you're fully ready for them.
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Perhaps. But, since no attempt has been made to "repair" the situation (indeed, with the ability to bid on stacks of ANYTHING now, they've pretty much busted the market wide open for this behavior) the devs have let us know that this is WAI.
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Quote:Sunday, 3pm Pacific/6pm Eastern.
Sorry about trumping the raid, but the next patch is gonna make things a lot more interesting with the CoP. I will to get as many badgers in as I can, but I'm gonna be reserving spots for those powersets we need to actually get this done. Other than that, first come first serve. If the patch doesn't hit Monday, we'll see about setting another one up then also. But no promises.
Uhm. Kid? Which side? -
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Quote:On a group mapserv? Probably not. That's, likely either the server, the colo facility's network, or their immediate peering point.So when Im on teams and everything stops and a few seconds later everyone says "Mapserved" "Yup" "Me too" "Me too" "Me too", thats my system or internet connection?
Whole different ball of wax. If your queries take a minute or more, great, fine, wonderful, no big deal.Quote:I kinda do. I've been making my full time living online since 2001 and running my own websites since then.
And my sites are interactive and require multiple processing and queries with every click, similar to get mission, run around, beat crap up, get rewards.
You can't do that in a game that requires synchronization between client and server.
Simply because your environment scales linearly doesn't mean the CoH server environment does.Quote:When my busy sites go slow, I add another box or upgrade my processors or memory and that usually solves it.
As someone who basically eats and breathes network architecting and administration all day every day for a job, I'm sorry to inform you that you're wrong. And if you don't think the people taking care of the servers and doing development on the game WANT to solve these issues, you're nuts.Quote:I'm certainly not a network master and certainly dont handle the kind of heavy usage CoX uses, but I would think that any sr unix/sql admin could solve the problem if they WANTED to.
Also, what makes you think the CoH servers are running Unix?
No, that smacks of "a more complex situation than you seem able to comprehend".Quote:5 years with this issue?
To me that smacks of "we just dont care to fix it". -
Quote:Yeah.This server has been overloaded for the 5 years I've been playing this game.
Uh huh.Quote:It's not a secret that its overloaded.
Yup.Quote:YOU KNOW every night it goes red and lags.
Okay.Quote:It will go red tonight.
Uh huh.Quote:It will go red tomorrow night.
Because it isn't as simple as throwing "more memory" or "more CPU cycles" at the problem. A "server" is not simply "a" box.Quote:Why dont you DO something about the overloaded servers?
Second of all, people ******* for years about low pop on other servers, server merges, transfers, etc. So there have been several free transfer events. And guess what, a whole butt-ton of people moved off their hated "low pop" servers to Freedom.
What's more, the game is supporting more and more high-load systems on top of just basic game function (get mission, run around, beat crap up, get rewards).
And you ever think the problem might not be something they can simply (or easily or economically) throw equipment resources at?
Maybe they're maxing out high-speed multi-core processors right now.
Maybe they're maxing out bandwidth on the memory interface. If so, MORE memory helps nothing.
Maybe they're maxing out bandwidth to their mass storage devices.
How about this for a maybe. Maybe the lag has nothing to do with the server load status. Yes, it COULD be server load. But it could be your system, or your internet connection, or one of the various nodes between you and me.
I will put this about as politely as I possibly can.Quote:If this were my business I'd be embarrassed if I had paying customers logging in and lagging and slow every. single. night. for years. and I would fix it so my customers experience is excellent and keep coming back for more.
YOU DO NOT KNOW WHAT YOU'RE TALKING ABOUT.
You're trying to lay blame for an event with multiple (sometimes cumulative) causes on a single cause.
Bravo. -
Quote:Ever hear of Spud Webb? NBA Slam Dunk Contest champ? 5'7"Even if it were possible and even with superpowers, how is a four foot nothing character going to beat a eight foot huge at basketball?! It's a non-contact sport so you'd have to have psychic powers or gravity control to get an advantage.
Maybe travel powers could work, but that isn't to say the huge guy won't be using his own super-travel powers to beat you.
Muggsy Bogues? 5'3" -
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Quote:All IO recipes ARE available at multiple price points.I still think that all IO's should have a set price they sell and buy for... if I get a Red Fortune drop... I know thats 5mil in the bag and not 3 Mil if i need it now or 6 Mil if I wait a week.
All IO's should be vendorable at realistic prices and as such they should also be able to buy them for the same price... and have limitless stock!! how many bids of 2billion are there on the Glad (def) proc?! hundreds!(for eg)
1: Reward Merits (pretty much everything save purples and PVP IOs).
2: Alignment Merits (pretty much everything).
As for SELLING them at a given price. This is why it's a MARKET, and not a STORE.
And your example about the +Def proc highlights the problems with price capping. People are selling these off the market for more than the 2 billion price cap. And the alignment merit price is essentially 1500 merits plus 600 million in inf.
At one time it was factored that each merit was, ostensibly worth about 250K. So you're talking 975 million for said IO, or taking a little over 2 months to rack them up running alignment missions. -
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Okay, we get it.
You're an ardent ATI fan with a real hate-on for nVidia.
We understand. Really, we do.
Now can we stop with the silly rhetoric in place of helpful advice or questions meant to clarify his financial situation?
To Quinch: Can you clarify what your budget looks like?
- How much are you looking to spend on a vidcard?
- What's your maximum budget limit? (Helpful to know, in case a small increase in spending will yield a nicer, higher performance card for you.)
Self-built or store-bought? We need to know in case there are PSU requirements that your machine might currently not support. -
Quote:"You're doing great! Too bad your AT's aren't needed end game..."
Whoa... is this true? Does empathy and force field become moot to teams @ 50?
Are they "needed"? No. Of course not.
But NO AT is "needed" in this game. Any content that REQUIRES a certain AT (outside of the epic-specific mission arcs) is broken content.
HOWEVER, Emp and FF are VERY nice to have.
Went to a ship raid tonight and offered to swap off my heavy-duty stone tank to my bubbler. NOBODY said no to that. Most of the raid, for me, was spent bubbling like a mad-person. While we had a few people kissing deckplate, at no time did we splash the entire raid. A couple traps MM/Corrs provided me with a bit of extra defense with their FFGs so I didn't have to worry about floating up, being obvious, and going to town.
As a result, much Rikti *** was kicked.
When we run the STF on Thursdays, an Emp is ALWAYS welcome. Especially for MO runs.
Simply because they aren't "necessities", doesn't mean that the addition of such toons to a group don't carry some extravagantly nice luxuries with them. -
Loads of fun. I got the missions team up and running last night, the dropped off to fill on Warboss'/Philly's team.
After an unfortunate +4x8 vs Arachnos, we did a bit of adjustment and proceeded to stomp a mud puddle into just about everyone.
The only thing that gave us real trouble was the tip mission that has you fighting multiple ambushes of Malta. All the sappers took a toll.
