KingSnake

Legend
  • Posts

    608
  • Joined

  1. Quote:
    Originally Posted by Bill_of_Rights View Post
    Ok, I'm a day one veteran but not really a number cruncher. I have the MA booster pack and love love LOVE ninja run. That, along with the regular run is not all that far off from SS, my travel power of choice. I find myself taking swift from the health pool instead of leaping since again, ninja run fills that nicely. My question is this: would any of you slot swift or the basic run power, or just ignore that and save the slots for better things?

    This isn't build specific, mind you. I'm tinkering with a lot of alts of various ATs and have found this to be pretty consistent across the board (that I'm digging ninja run and almost always take the fitness pool for end recovery and swift).

    To be honest the only compelling reason I see to slot either of the run powers is to be able to drop in an IO set at some point. Thoughts?
    can't slot the passive with anything but generic IO's IIRC. And sprint, you can slot the run speed set, but not the universal for the -knockback IO. So, really, i can't see either being a good place for IO sets. I'd only slot them if you have slots to burn. One stalker build i'm working on that has a few extra slots left over, (BS/SR) that i may dump into swift/quickness for kicks. But all in all, NR and sprint, with swift is about as fast as a slotted flying Char. That's really fast enough when you add in all the potentual short cuts in this game. (pocket D, oro, base portals, mission recall... ect ect ect.)
  2. Quote:
    Originally Posted by Ironblade View Post
    You skipped Ice Patch? I took it as soon as it was available. It's just huge for reducing incoming damage and it has a 35 second recharge and 31 second duration. A recharge in the base slot and it's always available.

    Re SD: I see you took all 9 powers, Tough and Weave, CJ, Steadfast +def and slotted to get past the soft cap. 'nuff said. My SD/axe did exactly the same. Extremely tough build.
    I skipped Icepatch.. to fit in Build up... it's the scrapper in me... I could easily switch them. Figured once i was capped, while icepatch is nice (had it on my ice/ice blaster) stuff won't really be hitting me anyways.

    Which would you pick, build up or ice patch?
  3. I made a fire/shield scrapper... lots of fun. Going to make an ice counterpart, and right now, only tanks have Ice melee and shields, so here i am. I'm kind of intregued with the idea, after playing with mids a bit. Here's the build below. Looking for advice and feeback.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Natural Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Ice Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    ------------
    Level 1: Deflection RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(5), S'dpty-Def(9), S'dpty-Def/EndRdx/Rchg(13), ResDam-I(19), ResDam-I(46)
    Level 1: Frozen Fists S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(25), Acc-I(31)
    Level 2: Ice Sword S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(23), Acc-I(31)
    Level 4: True Grit Heal-I(A), Heal-I(5), Heal-I(11)
    Level 6: Active Defense HO:Membr(A), HO:Membr(7), HO:Membr(15)
    Level 8: Against All Odds EndRdx-I(A), EndRdx-I(25)
    Level 10: Battle Agility RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(11), S'dpty-Def(13), S'dpty-Def/EndRdx/Rchg(19)
    Level 12: Swift Run-I(A)
    Level 14: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
    Level 16: Build Up AdjTgt-ToHit/Rchg(A), RechRdx-I(17), AdjTgt-Rchg(46)
    Level 18: Phalanx Fighting Ksmt-ToHit+(A)
    Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(43)
    Level 22: Combat Jumping S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(43), S'dpty-Def(43)
    Level 24: Kick Acc-I(A)
    Level 26: Shield Charge C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31)
    Level 28: Freezing Touch S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(34), S'ngH'mkr-Dmg/Rchg(34), S'ngH'mkr-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(37), Acc-I(40)
    Level 30: Taunt Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(33), Mocking-Taunt(45), Mocking-Taunt/Rng(45), Mocking-Rchg(46)
    Level 32: One with the Shield S'fstPrt-ResDam/Def+(A), ResDam-I(33), ResDam-I(33)
    Level 35: Greater Ice Sword S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), Acc-I(37)
    Level 38: Frozen Aura Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(40)
    Level 41: Tough TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx/Rchg(42), Aegis-ResDam/EndRdx(42)
    Level 44: Super Jump Zephyr-Travel/EndRdx(A), Zephyr-Travel(45)
    Level 47: Weave RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(48), S'dpty-Def(48), S'dpty-Def/EndRdx/Rchg(48)
    Level 49: Grant Cover RedFtn-Def/EndRdx(A), S'dpty-Def(50), S'dpty-Def/EndRdx(50), S'dpty-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl Acc-I(A)
    Level 1: Sprint Run-I(A)
    Level 2: Rest RechRdx-I(A)
    Level 1: Gauntlet



    I'm over the softcap, 48 ish in each stat. I did that, because this set doesn't have as much DDR as an SR, and wanted a cushion. Between that, and extra 50% HP (2800ish, capped with OWTS) and some token to decent resistince to the most common damage, this looks to be a pretty tough build.

    Question, the Membrains i'm slotting in Active D. will that incress my DDR like mids says it will? Is it worth it?

    Comments and suggestions are welcome! Thanks in advance! (the build was kind of thrown together. Some of my power picks are kind of wonky i know. think of this more as a respec build then a leveling build.)
  4. KingSnake

    CoX take 2

    Quote:
    Originally Posted by Dispari View Post
    Aren't they still? Most people tend to pick Controllers over Defenders from what I see of average teams. And those of us used to redside would definitely rather have a Corruptor most of the time.

    I see this stated ALOT on the boards, but it's not true in game.. at least as far as my expearince goes. It's FAR from the truth. I see, WAY more defenders on teams then controllers. I've never seen any hints people would rather have a controller over a defender. People are just happy to have someone to buff, debuff, heal, whatever. I never see requests for controller debuffers, just debuffers. Just Buffers. Just healers. The AT isn't importent, the function is.
  5. KingSnake

    CoX take 2

    Oddly enough, i too came from SWG to CoX. Well, I started playing Cox while i was still holding out hope for SWG... And, IIRC, SWG started it's downward trek well before CoX introduced ED and the GDN. The CU and NGE took a long time to full roll out, and the game was in flux for a LONG time. My quest for Jedi, (yes, i'm not ashame to admit it) Went from shoting in the dark, to holo grinding, to a village... to... just respecing over the course of a year... every time i got close, the system changed and i had to start over. (not totally over, but getting jerked around was getting old FAST...)

    And i kind of had the same reaction when ED and the GND hit. I though to myself, "oh god.. not CoX too.. is this just how MMO's work in general now a days??" My only previouse MMO was Asherons Call, and frankly, i don't recall there ever really being alot of NERFS in that game, but it's been years so i can't remember for sure.

    I accually quit CoX for, like, 2 or 3 weeks myself in frustation and general disguest. I didn't really like the idea of the changes, was kind of annoyed at Jacks PR, and was gunshy from all the crap i was taking in SWG. I quit SWG round about the same time.. I was considering just swaring off MMO's in general.

    I came back.. and i'm glad i did. I man enough to admit when i was wrong, and ED and GDN helped this game more then it hurt it. And it layed the ground work for IO's, which is prolly IMO the best addittion to the game to date.

    I never really went back to SWG. I played... like a month or 2... a few months back when they did there big aniverys special. Made a Jedi, got too... what was it, 90? Made a lvl 5 lightsaber, had good fun, up until i relised a few key facts. The first being, noob Jedi's are the lowest of low in SWG now a days, to be hated, reviled, and ignored. We apperelly didn't "earn" it, dispite all the work i put into trying to earn it but having my goal moved... 3 times... and i couldn't get into any guilds, couldn't run team content... pretty much was kind of an outcast... and 2, that the grinding in that game is freaking eipic and i'm not into grinding. So, i'm done with that.

    But eagurely awaiting TOR... oh man, you have no idea how bad i'm looking forward to that game.....
  6. KingSnake

    Whoa.....

    Bah. Don't let jerks get you down. Noone worth teaming with will turn you away because of your build.

    This isn't typical behavor, as far as i can tell. I a guy with alot of odd, sub optimal builds. As far back as i can remember, i've never really been "discrimated", for lack of a better term, against because of what i've brought to a team. I played Invlun scrapper back when they were basically the gimpyest of the gimped. Ive played Storms and TA... I ran a Fire/Inlvun brute... back before you could trick the inlvun out to be pretty freaking sweet... I've ran Merc/Posin MM's... you name a set that has had a bad rep at least once in this game, and i've played it durring the hight of it's supposed suckyness,(after all. My main is a Gravity/Kin troller. Gravity.. has never NOT been considered the weakest or second weakest troller set since the game launched... heh) and i can't remember once being excluded from a team because of it. Oh sure, i had to field a few, "TA?!?! REALLY?" and some such remark. I just laugh, say "yeah..." and set out to brake the stearo type.

    Don't think this is a common attatude. From my point of view, (Triumph) it's a rarety.
  7. Quote:
    Originally Posted by Silverado View Post
    Fighting pool works better when combined with other powers (ie stacking Tough + epic resistance shield and Weave with Hover/CJ and +def set bonuses)

    This. By itself, you'll prolly only really notice the endurance drain. But you start stacking stuff, and it can get noticable. Esspecally the +def. I've heard of some builds that can softcap range, and maybe aoe. At that point, the build is very sturdy. Not sure what's involved in doing that, i haven't tried it myself. I tend to gravitate more towards active defence with my blasters. Having a few control powers to deal with pesky mobs, target priority, ect. Or i team, which in most cases means a tank, debuffs,controls, and buffs are present in some form or another to help keep me alive. Or all 4, in which case, life is good.
  8. Quote:
    Originally Posted by Reddi35 View Post
    I am currently lvl 26 and even with AB killing seems just soooo slow. I consider myself a pseudo dark defender on teams.
    You just got your big bot. But he isn't slotted. Give him some slotting. Then at 32, the whole team gets a damage upgrade. I'd say that'll be when you really see a major difference.

    On a side note, i've often found that, at least in MY case, i HATE soloing my MM's. Micro managing the minions got boring, essepecailly as they got more and more powerful. (less and less to do.) But when you add in 7 teammates and your minions to micro manage, then it gets intresting. Juggling the responsiblity of managing 7 teammates and ordering around my troops was much more intresting and satisfifing.
  9. My brother has an AR/NRG that makes me want to cry when i watch him open up full auto... from the other room... and kill everything, well, in sight... The boost range + FA is epic. EPIC...

    Myself, i play an AR/Cold Corr. I can't pull off the feats of distruction he can, but I get close when you add in my massive debuffs, and slows, (makes aiming a bit easier). Don't have the godly range on full auto, but it's good enough. This build allows me to shield my team, drop my debuff patch, and go. (for normal mobs of minions and LTs and such.) AV fights i spend a little more time with the debuffing process,(add in snowstorm, benumb, The first power... and the ice FS...((i'm bad with names)) To turn an AV into a puppy..) but i still get my far share of blasting in.

    I'm resisting the aurge to make an AR/NRG myself... kind of have a self imposed rule on running duplicte powersets... I'm trying to play as many as possible, but it's hard to resist... heh. One of them two would be my recommandation.
  10. Quote:
    Originally Posted by BrandX View Post
    If I recall correctly, the devs said it wouldn't be untill after the new year.

    And if memory serves, even in January it would still be in the "only the family" beta, as it wasn't that far yet.
    I often hear that term, the "family" beta invite, and i see a typical "mother" figured, i'd assuate as a developers mom... trying to play a computer game... (and if they are anything like MY mother... they aren't very tech savy... lol) And i start cracking up...

    Not sure Mom would be MY go to beta tester... >.> <.<
  11. Quote:
    Originally Posted by Silas View Post
    You might want to swap the dam/end for the proc in the posi set in Howl, swap the generic accuracy for a range. Its accurate enough as is, especially with the Mortar going so what you want to do is max the damage with the proc and a larger cone.

    Consider putting a Devastation proc in Mortar and a Lockdown proc in PGT. These two together will hold a lot of stuff, giving you more room to breathe and put down Trip Mine.

    I'm not sure what your feeling is on nukes, but with Trip Mine and no easy way to mitigate the crash (Power Sink, CP) I would skip it. If you want to blow stuff apart Trip Mine does the job, without a crash. While the crash isn't so bad because Traps doesn't have a lot of toggles, I personally would skip the nuke.

    Why Focused Accuracy? You've got good acc slotted in your powers as well as +39% from bonuses and its a huge end hog.

    A friend of mine has a sonic/traps and swears by Sirens Song for laying down Trip Mine. Its a great power and Fortunata Hypnosis is a very cheap set. Even if you don't go for Fort Hyps, Call of the Sandman is also a great set.

    Last thing, in the day and age of -kb IOs, why acrobatics? You've got 4 spots (ffg, Maneuvers, Scorpion and cj) to put Karmas in. Acrobatics is a huge end hog and not really needed unless you want the high protection for pvp.

    I go overboard with ACC i know. Most of my builds are like this, over 80% acc per power, 20% bonus or more, and a +6 to hit prog... in every build. My goals is always about 100% acc from enhancemtns and set bonuses and the +6 prog. I like having a 95% to hit chance on up to +4's. Back under the old SK rule set, i found myself mainly fighting +3 and +4 mobs whenever i'd team and TF. Granted... NOW, things are different... But old habits die hard.. heh.

    I also tend to go insane with endurnace enhancemnets and bonuses, which will make foc ACC that much easeier to run. But as with all my builds, until i finish them, this is just a rough draft, and is subject to change as i accually PLAY the build.

    Nukes... i enjoy nukes, but don't have to have them. I accually debaited this nuke alot. I figured since most all my toys stay around even when i crash, this build could pull a nuke off. My other builds that are more toggle heavy, go nukeless. I'll make a finial call on it once i can use it and see how annoying the crash accually is in game.

    Your prog advice is PGT is intresting and i'll look into it. I notice PGT doesn't allow ACC enhancments. Does that mean it's auto hit?

    Sirens call, is a great solo power, and i considered it, but in general i'm going to be teaming with his build, and i left it out. I may accually train it if i find myself soloing alot more then i figured on in the leveling up process. I love it on my blaster, after all, but think it's of more limited use in a teaming situation, and would respect it out of a lvl 50 build.

    Acro, i took, because my build is more slot heavy then power heavy. So i was looking for some power choices that'd give me so good ingame benefits without a big slot investment. Acro is one of them. My knockback protection is covered now. No slots required. That's another reason i took focus ACC. 1 extra slot for the added acc. I could replace it with a travel knockback IO, but they are fairly expensive, and i'd have to think up another good power choice that doesn't use alot of slots to replace it, that fits my concept. I'm not saying i can't... and how knows, maybe one of my alts will roll that IO, and that'll make the disession for me. (happened with my AR/cold guy. He had acro too, then rolled a knockback travel IO, and i reworked his build as a result. heh.)

    Good advice. I'll go back to Mids and see what i can make of it... Thanks.
  12. Quote:
    Originally Posted by HeroJunkie View Post
    I've got a young fire/rad corruptor. Planning to solo and team, no PvP. Should I wait until after I get Stamina before choosing the power Enervating Field? I don't want to run out of endurance and have Radiation Infection drop during combat.

    Anyone have any thoughts on this? Thanks for any help!

    Eh, when i soloed my Rad/Sonic defender (no team endo bonus to work with) I don't recall having an overly hard time running both toggles when i fough a boss or something. I didn't run them both on just common fodder mind you, it was a waste. Saving it for bosses and such, with a few blues to back you up, and you'll get out of your 20's fine i'd say. Assuming you don't get a ton of Fires AoE and go insane with them. You do that and it won't matter, your burn your endurance dry without ANY toggles.

    Of course, at the same time, you don't NEED EF to kill them bosses... it just helps a bit. And you'll be into your 20's so fast... You could easilyget by without it.

    So my advice is, if you plan to team more then solo, take it. If your going to solo them levels more then you team, don't. But either way, so long as you play smart and don't go hog wild with your aoe's, and remember it's not a crime to use inspreations (some people... think it's a mortal sin or something...) you'll be fine.
  13. I've had a goal for about a year or so now, once I relised what i had done without thinking. Throughout my near 6 years of play, i have, aquired a lvl 50 with each and every support powerset in the game, except for 2. (they are all spread out over the 4 diffenet support AT's. Defenders/Controllers/Corr's and MM's.) Cold Dom and Traps were all that was left.

    Well, as of last night, my AR/Cold Corr just hit 46... so he's close. That leaves only Traps... A set i never really had any intrest in... but i'm biting the bullet, and frankly, have come up with a concept i like, a name, a look... now i just want some advice on the build.

    Below i have a rough draft of my Idea for a build. I focus ALL my support builds around being as useful as possible to a team, with solo ability so i can work on them even if i can't find a team. I tend to frankenslot ALOT, and generally don't worry about purples, because, they just cost too much and I can never settle on ONE of my 30+ active alts to purple out, so i don't worry about it. Advice and commets are very much appreactie, as i don't really know much about traps at all. Thanks in advance!

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Level 50 Science Corruptor
    Primary Power Set: Sonic Attacks
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    ------------
    Level 1: Shriek Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(17), Ruin-Acc/Dmg/Rchg(25)
    Level 1: Web Grenade HO:Endo(A), HO:Endo(34)
    Level 2: Scream Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(25), Ruin-Acc/EndRdx/Rchg(31)
    Level 4: Howl Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(23), Acc-I(29)
    Level 6: Super Jump Jump-I(A)
    Level 8: Shout Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(19), Ruin-Acc/EndRdx/Rchg(27)
    Level 10: Acid Mortar Acc-I(A), Acc-I(11), RechRdx-I(13), RechRdx-I(15), AnWeak-Acc/Rchg/EndRdx(23), Achilles-ResDeb%(27)
    Level 12: Hurdle Jump-I(A)
    Level 14: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 16: Force Field Generator DefBuff-I(A), DefBuff-I(17), DefBuff-I(19)
    Level 18: Combat Jumping Ksmt-ToHit+(A)
    Level 20: Stamina P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(48)
    Level 22: Acrobatics EndRdx-I(A)
    Level 24: Poison Trap EoCur-Acc/Hold/Rchg(A), EoCur-Acc/Rchg(43), G'Wdw-Acc/Hold/Rchg(43), Hold-I(46), Para-Acc/Rchg(46), Para-Acc/Hold/Rchg(46)
    Level 26: Amplify RechRdx-I(A), AdjTgt-Rchg(39), AdjTgt-ToHit/Rchg(40)
    Level 28: Seeker Drones SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(34), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(39), RechRdx-I(39)
    Level 30: Hasten RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Dreadful Wail C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), M'Strk-Dmg/Rchg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(40)
    Level 35: Trip Mine C'ngBlow-Acc/Dmg(A), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37)
    Level 38: Maneuvers RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(40), Ksmt-Def/EndRdx(50), Krma-Def/EndRdx(50)
    Level 41: Triage Beacon Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(42), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 44: Scorpion Shield RedFtn-Def/EndRdx(A), DefBuff-I(45), S'dpty-Def/EndRdx(45), GftotA-Def/EndRdx(45)
    Level 47: Focused Accuracy EndRdx-I(A), EndRdx-I(48), AdjTgt-ToHit/EndRdx(50)
    Level 49: Swift Run-I(A)
    ------------
    Level 1: Brawl Acc-I(A)
    Level 1: Sprint EndRdx-I(A)
    Level 2: Rest RechRdx-I(A)
    Level 1: Scourge



    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1407;705;1410;HEX;|
    |78DAA5944B4F135114C7EFB453A62F28A5505E02965741E84 037C6C7C2004282014|
    |5AB62C4D8D4324063339DCC9444777E00571A714550FC08BE 125DF915FC082ED5B5|
    |09515ACF3DFF4B91B593F4FF9B39F79EFF3973EF9D2E3FBA1 C15E2C925A1C5E6CA0|
    |5CFCBCF555C77DBA9565C23572C5976D1128610A2AF11CEDF 28D89BD6BA99ABD8A5|
    |627EA65A2D141FB61F8FCE6E6F6C9837DD82E3C517ED2DCBB 5ECAA7974135DA954C|
    |AE69255704AF6261E164A55DBF2BC303FE41CCB5A8F1D4D5A B75C6FABE4F4CE3BA5|
    |A2795C60B950B448BCAAE53EEEA2CEC6E937E313EAAAEB629 79015BED70C7D9FD1F|
    |A8AD1B543488B03AD315D136709BA5FA41467C90AC3F58076 C2AA09562D7BB08263|
    |FF0B769CA32CBFCAF2BF45E577C87ACF887E60243F324EF53 03A696503C81281310|
    |ECD9391A18C0C940FA27C10E5C328DF86F23D28FF873A0EA9 AC10BCC34074024D03|
    |C9AF3ECEFA424888262A14D1503E82F206859A11D29A6F6B3 234754593250E49631|
    |8F1C5FAB1A8401B90A4D4B8728B1FCA232382144A20E44FEC 70E9F667C073C6D44B|
    |4617CDEB50A91D2976ABD163A77AA3CE4D6EE4CC03A0CCC88 CF0BCCCAA262B65D61|
    |80B64D78D2C5F375E79F40D9748EF3168BF45AFB2ED35FCBC 1741462AC4180E3346|
    |23003C06A9BF3EF5EE7D08F59FC022990F28DB8132874EDB8 00B7CF7C9FE523F18E|
    |99F0C413AA8B20691355401903C54E3A68791358CAC383533 A2167524CC6B91AEF1|
    |29C81EF0AA677F317ED3D018E6E9634B3C6FFC1AB0022C633 DAF321C7AE109653B0|
    |1DB496CEC24DC27753E07DFE8DFC2546B6162AFA680EC3E77 1BA0FEA6D5664E6770|
    |DCF5C6F72604CEE5D2BF21E4AFE88D2F4F686A5D8F67FDD7F 5899A8677E87A98342|
    |7E59694552977A4DC25D1D6E4DD3D29F7A5E4A5D43F478FBA 889D930D9D977241CA|
    |45294FE524234212911295D22CA5454A4C4AAB948494A4941 E29BB52EA7F01060FF|
    |6B3|
    |-------------------------------------------------------------------|
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    I wanted to parse this out as a separate reply, because I think I have valid reasoning for why it has to be so much slower than the others.

    The shortest distance between two points is always a straight line. The farther you veer from a straight line, the faster you must go to keep your travel time down. Simple math/physics here.

    Fly allows you to follow that straight line closest and therefor has a high relative speed. If all the travel powers were balanced so that they always get from point A to point B in the same time based on the obstacles they must circumvent, then fly would be slowest, superjump a good deal faster, and superspeed faster than that. Said another way, balanced solely around travel time, fly would have to be the slowest moving. I'll call this the travel time balance point.

    Now take into account the other drawbacks. Superspeed has to go around enemies. Superjump can go over most enemies, but still gets placed in harms way periodically. Fly has no such drawback. Balance again occurs. Superspeed gets stealth as a balance against jump, and fly suffers more speed penalties. I'll call this the travel risk balance point.

    As you can see, fly has its speed reduced twice as a result of balance. If you increase its speed, even to 65 as suggested, you negate one of the two balance points I mentioned and fly becomes the clear best choice.

    I'll also argue against the fact that "everyone can fly now." The jet packs that are purchasable/earn-able are much slower than fly is. Just because everyone can fly, doesn't mean they're not being penalized for the means by which they fly.

    You do make a decent arguement. But my ingame expearince has born out, over the last 6 years, (give or take) that, even before the free flight packs got handed out, my flyers, who always slotted for speed, were always one of the last people to a mission, when everyone started out at the same starting point. Without fail. Now before, i was on board with the argument that it was the safest and most versital travel power, so it had to be the slowest. But now are different. It's versitially is gone. A speeder can zig zag, then, if meet with a LONG detore, justfly over it and keep trucking. It's limiting factor, it's vertical movement, is moot at this point. Adding even more to it's over all speed. Superjump, benefits less from the jet packs, but still does, to an extent, as i explained before. Using the temp travel packs in tandom with your normal travel power, add futher improvement to the existing power. Even teleport, can kick on the flight pack, to stay in the air while you change direction. But flight doesn't benefit at all in any way.

    So as it stands now, the other travel powers have access to tools that make them even faster and safter, but fly does not. A flyer is going to be nearly dead last every time in terms of travel with facing off anyone in a race that has access to any other TP and a flight pack. Maybe 2 zones out of all the zones in the game, this will not always hold try i bet. Grandville and the Sharde. Everywere else, the flyers are dead last.

    What i'm saying is, the dynamic of in game travel has changed alot since the games release, and maybe the dev's should take another look fly, in light of that fact. If they still think it's fast enough, then, well, it's there game. And i'll keep flying on hero/villians who's concept demands it. It's all good. Just asking. No harm in that.
  15. Quote:
    Originally Posted by Dechs Kaison View Post
    U MAD!

    Seriously, don't let someone's opinion work you up so bad that you can't type coherently.
    LMAO. No no no. I'm not mad. Far form it. (i'm in a fairly good mood too atm. work is going smoothly for a friday, for onec.)

    What you see here, is, i'm sad to say, just how i type. I'm always incoherent... I get asked often if english is my 2nd language on the forums i post on. (it's...not...)

    I'm dyslexic. And when i try and type something quickly, all hell brakes lose. Since I typically post here at work, inbetween project, i'm always kind of rushing, so, ta da! This is what you get.

    Thanks for your concern though. It's appreactied!
  16. Quote:
    Originally Posted by Twisted Toon View Post
    Just so you'll know. The Temp flight powers are a lot slower than un-enhanced Fly at level 6. I think they start out at around 25mph, while Fly does around 38 or 40 mph. Also, you're speed is greatly reduced if you switch from Super Speed (or Super Jump) to a flight pack.

    The only "benefit" a Super Speeder gets from a flight pack is the ability to go over some otherwise impassible obstacles.

    Also, Aett Thorn was talking about the Temp powers not being able to use enhancements. There is a difference between Enhancements and Buffs. Your argument does not still stand.

    My argument is that superspeed and superjump useing people are benefited more by the massive availiablity of tempery travel powers then flyers are. And it's still very much valid. The very REASON superspeed is as fast as it is, is it's lack of vertical movement. The temp travel powers totally negate that. As in, completely not an issue ANYMORE, EVER so long as you don't waste it, that is, until you can just buy it. LOL. Superjump needs very little beneft anyways as, IMO of course, it's the best all around travel power, hands down. But in the rare instences superjump isn't good enough, say, in the sharde (which, if you learn the shard, it's plenty) the flight pack makes up for it's weakness. Or even if you need to go afk for a sec, you have a flight pack to, to simulate the benefit of a flyers ability to set a course and go get a drink.

    But fly, it has no real way to over come it's one limiting factor, like the others, that being speed.

    And really, noones telling me WHY a bump in maximue speed to say, 65 MPH, still leaving it in 3rd place by.... 12, 13 MPH would brake ANYTHING? Why shouldn't they speed it up? Why does it have to be that slow? It's vertical reach is no longer and exclusive perk of flying... EVERYONE CAN FLY NOW. For the WHOLE GAME if they wanted too, in some shape or another. So why can't the people who accually still train fly be thrown a bone, since everyone else has been thrown flight packs in large numbers???
  17. Quote:
    Originally Posted by Aett_Thorn View Post
    Flight packs can't be enhanced for more speed, while Flight can.

    Flight can make use out of the Zero-G pack, if it needs a burst of speed.


    And while safety is certainly one of the eases of Flight, another is just straight ease of use. It's the only travel power in the game that you can set yourself to move forward at altitude, walk away from the computer to take a bio break/answer the door/make a sandwich, and come back and still be moving forward towards your goal.

    No other travel power is that easy.
    You CAN enhance the flight packs with some powers, IIRC, swit, quickness, syphone speed, ect ect, and i'd hardly consider the zero g pack fast, but that's nigher here nor there really.

    My argument still stands that, other travel powers getalot more from temp travel then flight does, and even some combanations of temp powers and PP powers, and ninja run (granted you have to by it) is faster then fly. Being easier to use, IMO, is not justification for being 20 mph slower(round a bout) then the next fastest TP. (superjump)

    I'm not asking for much here... i'm still willing to be the slowest... just not slower then none travel power builds...
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    Lower speed is the trade off on flight in return for no limitations on where you can go with it.

    SS has no vertical ability, but provides stealth. You can avoid agro with it, but good luck navigating the Shadow Shard, Grandville or Terra Volta.

    SJ is just as fast and has vertical movement, but you run the risk of landing in the middle of a mob you didn't see.

    TP is the fastest straight line travel power, which also has no limitaion on where you can go with it, in return it is the only travel power that you can run out of end using.

    Flight has none of those disadvantages, so it's speed is capped lower. You can go literally anywhere with no danger of drawing agro at all, it's only fair that it give something up in return for that. What it gives up is speed.
    That WAS true, but the games landscape has changed over the years. With flight packs being handed out, or sold for beans, anyone can have unlimited free vertical movement, while retaining the raw speed of there own travel power, and get the side benefits of fly.

    The only TP power in the game that gains no beneifs from temp travel powers IS fly, the slowest travel power by far in the game. IMO, that warnest us alittle more top speed...

    Hey, a man can dream can't he??
  19. I'm accually a big proponent of fly getting a buff in overall speed. I personally feel at this phase in the game, it being as slow as it is, is no longer a balancing featrue and could infact be determental to the power.

    I mean, now adays,everyone can fly. It's given away freely in Safeguards and MM's. You get jet packs are temp powers from missions. You can BUY jet packs cheaply on ether side. (although i think you need to be 40 to get a pack hero side... unless there's a vender outside the sharde i don't know about.)

    When you mix in all the free flighing powers with the fact ever other travel powers is ALOT faster then fly out of the box, and stays that way the whole time, fly has really lost it's luster, IMO, and i think giving the accually power pool version of fly a speed bouse is justified. I mean, you could make it 65, to 70 mph and it'd STILL be the slowest travel in the game, but not painfully slow like it is now.

    I say raise the speed cap! It's not going to hurt anything! You have suppression, and crasy suppresion in PvP zones, so it won't brakethe game in that area. The only thing it'll change is letting us flyers be the second to last people at door missions instead of dead last like we are now.

    And really, shouldn't we be faster then travel powerless people who are just using ninja run and sprint???? Heh.
  20. Quote:
    Originally Posted by Socorro View Post
    I have a suspicion there will be lots of Villains that just turn into 'Rogues' and lots of Heroes that are 'Vigilantes', meaning all these will be able to spend a good bit of time in the Rogue Isles. I'm betting that many (esp. the Hero ATs) will be visiting the Rogue Isles alot, if only for the occasional change of Pace (God do I get tired of PI, haha). What I'm saying is I think you'll have plenty to team with in the RIs, likely more than you have now.

    I think your right, but at the sametime, wrong. It'll make since to have it too where your guys cant play both sides of the game at the same time, but i'm betting the greater majority of people will play blue side reguardless. *shrug* Granted i am a pessimest.

    Course, any redsider i make can and will be able to run to blue when they need teams, so, in reality, yeah, i'll be able to find teams MUCH easer with my villians... on the blue side. heh.
  21. Quote:
    Originally Posted by Dispari View Post
    I have two Brutes who can handle +2/x8 WITHOUT buffs. And it would be a cold day in heck before I formed a team with ZERO support, since even if the tank was a 500b ubergod Granite/Dark Tanker, something's going to kill the Blaster over there.

    Most Brutes, even before being IOed out, backed by basic support, should be able to tank for a team.
    Ok ok, i think my first post was poorly writen, and made it look like i was saying brutes are weaker then they are. I have a Elec/SR, softcapped, that can take +4+8 spawns... solo, with inspreations. Yeah, they have major survibility, and great damage. And they can tank and do a good job. I don't dispute that.

    But, there's a difference IMO, from being able to do a job, and being the BEST at your job. It's a mentality. I know i have it. When i'm in a situation that needs a tanker, (and in this game, the word "need" is kind of subjective. Rarely is anything needed as much as wanted.) I get a TANK. They'er better at tanking. They are more surviable, with and without buffs then a brute in the same situation. (assuming the builds are comperable. DM/Invlun brute and a Invlun/DM tank lets say) They hold argo better. They just make better tanks because they ARE tanks.

    And, again, it's just IMO, but people who are wanting to be a TANK will make a TANK.

    Truth be told, i like brutes over tanks myself. I always have. And i do think brutes will be a more popular AT, but i don't belive for a second tanks are going to die off once GR happens.
  22. Quote:
    Originally Posted by Bill Z Bubba View Post
    Brutes also have higher base hit points.

    Regardless of that, I don't see brutes replacing scrappers or vice versa. The differences between the two while solo mostly boil down to style differences.

    Regarding brutes versus tanks, however, I would much rather have a brute on my team than a tank. I'm very curious as to what, if anything, is done to make tanks more beneficial to teams when a team can buff a brute into tank levels of mitigation while it retains scrapper level damage output.
    People who are serious about tanking for a team, will still pick the tanker at IMO. It's the best at what it does, and can function effectly without buffs, where the brute generally can't. A brute can tank if conditions are right, but people who are serious about tanking want something that can stand up when the crap hits the fan, as it were, and will stick with what works the best.

    People who are less serious about tanking and just looking for a tough melee char, will pick brutes or scrappers. So, IMO, i don't think much will change over what's happening now, other then the fact they'll be even FEWER villians for me to team with then there is now...
  23. If your wanting unusual combos, eh, lets see. I have a couple, but i always challange myself to work up a concept that can explain the odd combo..

    I have an AR/Cold Corr. That's not typical i think. He was a mobster that got "iced"... litterly... in a freezer... but he didn't die.. pulled a mister freeze, but keeps his trusty tommygun with him, along with his new cold powers. I calls him Joe Blue. (his skins blue now.)

    I built a Rad/Sonic/NRG defender, named Acid Rock. His concept is, he's an old time rock and roller who woke up one day after a weekend of partying, in the hospital, with a bunch of new, random superpowers, and no idea how it happend. He has sonic screem, radation powers, superspeed, teleportaion, invisiblity... all kinds of stuff he can do, and no idea how or why, or even if he's discovered all his potentual. That was the best concept i could come up with to explain a char i purely made to be my TF specialist defender... (yeah, yeah, kind of a cop out.. but still... lol)

    I made a Bots/Dark... called Techo Mumbojumbo... a person who always wanted to be a witch, but wasn't gifted with magic. Instead, she was gifted with genious techo mind, and uses that to mimic magical powers. And ofcourse, robots. (think techomages from B5)

    And then there's the homage Char. i made to my old Asherons Call avatar. I remade her, as best i could, here in CoH. In AC, she was a 4 school mage. Here, she's a fire/ice/elec blaster with teleport. (teleporting was the only real means of travel back in the old ac days. )

    Then i have my Spines/Elec scrapper I just made. (like 3 months ago) He's an alien. A primitive alien that was a slave/body guard to a more advance alien race, who crashed on earth. The master died, and our hero, being more premitive, has no idea how to get home, or even where home is. His electirc spines spring up from his body as a defencive mechinisue for all his people. Being raised with the solo purprose to protect his master, he decides to protect the nice people on earth form the mean ones. heh.

    Other then them. My other alts would be, IMO, fairly common builds...
  24. Quote:
    Originally Posted by Az'rial View Post
    As a fellow Triumphant, I think our "little" server will only gain more players since it seems that Triumph players are a pretty weird lot and don't really travel well . Seriously, I find that we over on Triumph a pretty loyal lot to our server and once people start playing there they generally stick around. The only reason I see people moving alts off of Tri is to make room for new alts for the GR release.
    I tend to think so too. I'm kicking the idea around of moving a few 50's i don't play to more populated servers... just to see what they'er like... maybe make some room, and open up my options, but at the end of the day, i prolly won't. *shrug* I like Triumph. I'll move when they MOVE me. And they'd best let meh keep my names... or there'll be hell to pay i tell you... O.o
  25. Quote:
    Originally Posted by TheOcho View Post
    We wanted to give out something nice for Christmas. I know this is a crazy idea, but we kinda like you guys.

    We had to take the character transfer service down in order to make the change to make it free, it's not as simple as setting the price to zero. Also we have to test these things of course to make sure that the changes aren't going to do anything bad.

    Nice justure very much appreactied. Wondering what will come of this for my little home on Triumph... I, personally don't want to leave, i have names i like, and it's good, albeit small server. Well we get new people, or will people move on to greener pastures leaving us even smaller? Hmm.

    I hope the former, but i fear the latter. We shall see...