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Posts
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Joined
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/dark is fairly horrible pre stamina. The one thing you must find for ouroing is the accurate healing set chance for +end to go in your AoE heal.
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Gypsy - you were lucky, I've had a GM on a hero while I was on a villain with the flag set to not receive enemy chat
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Quote:I presume you mean working from a clean slate with none of either to start with.when you guys are trying the reach the soft cap.
which one do you try for first?..
s/l defense or postional?
ive always tried postional but wondering why someone might take the s/l over it.
The advantage of S/L is that most attacks have a S/L component from fire sword to guns to cold and energy blasts. In almost all of these cases the S/L part is listed as a type to which defence applies (fireball although it does 20% ish smashing damage, is not affected by smashing defence). There are precious few pure non S/L melee attacks, so S/L def gives you better coverage, although some of the IOs are very expensive now. -
What gets logged is apparently not exactly random, but arbitrary. There is a complex series of events that cause logging and queues for logging (it doesn't happen instantly) and it depends at exactly which point you disconnect what's on the log.
They won't accept screenshots and chatlogs because these can be tampered with.
I've had examples where nothing could be done, but also (unexpectedly) one where a disconnect meant that I lost a couple of good IO recipes I got off random rolls (logged back in, no recipes, got the tickets back). They found them on the logs and restored them. I've normally found that after the first form reply, once you actually get through to somebody who knows what they're doing, they're as helpful as they can be.
My feeling is that there are some queues for logging that are too long, and that you've fallen victim to one of these. -
I've probably run that contact getting on for 100 times (I have 150 ish toons), and it's the first time it's been as bad as that, following the listed missions I eventually got the fortune teller.
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And my 150 toons on one account fit on the 2 english EC servers how ? While I can speak some French/German, not sure I'd want to play in those languages. Just moving my 50s across wouldn't leave me much room for anything else.
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Exactly, also I know from my ice/stone, a force feedback proc in both fault and tremor makes a huge difference to your mitigation via KD (I actually have a third one in my epic energy torrent). The theft of essence proc in dark regen is also very important.
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Quote:Wrong, the sequence I gave in the OP was all I was offered, save that the 2 hellions hunts were offered with the Boomtown security chief as an alternative. Hunts/deliveries or nothing for 6-8 missions in a row depending on how you count them. I have to take them if I want the fortune teller.
Frankly, I'd stick to the original CoH contacts. Yes, they have a lot of hunts, but you DON'T HAVE TO TAKE THEM. -
Correct, I usually get it after mission 2 of the Moonfire TF at level 24 ish, but of course in I16 you will be able to enter Striga at level 1 with a mentor and I visualise people with a second account taking their lowbie in there so that they get the accolade when they earn spelunker. By the high levels, that accolade is not that crucial, it makes a big difference in the low to mid levels before you IO up.
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And the rolls if anything seem to be getting less random.
I decided I'd take a load of my 50s and random roll their merits and bronze roll their tickets.
I have notoriously poor luck on random rolls (one numinas unique, no LotG 7.5s, no miracle uniques, no oblit quads off 300+ rolls). Some of this turned round.
I rolled about 100 times, I got 3 LotG 7.5s 2 numinas, an oblit quad and a miracle.
The strange thing was that on one toon I rolled 15 or so times and got 5 LotG triples.
Another toon, similar number of rolls, 4 oblit procs.
The surprise was the impervium armor resist which sold for more than the numinas unique.
I have had a suspicion for a long time that there are situations where the random number generator either doesn't reroll, or resets to reroll off the same seed. Example combining enhancements from 25 to 30+, you get 24 straight successes then 4 straight failures. -
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Quote:Me and my friends are all 60+ month vets, we know all this, we just wanted the spelunker mish at the level you're supposed to do it, and will then probably get going on the TFs.A valid point. The bulk of the Heroside content was made a million years ago. Really, what you need to do is avoid the standard contact chain completely. It's sad that we need to do this, but Going Rogue has been said (officially) to include another content track that starts at a low level.
If this is the first time your friends have played CoH, get them up to level 5 and start doing the Hollows stuff. That stuff was revamped recently (missions relocated to near contacts, enemies put into alleys rather than on the streets, enemy mob size reduced, more varied mob 'types' put in), so it's actually a pleasure to play through. When you all get your first police radios, start doing those 'til you can do a Safeguard for temp travel powers.
When you hit level 10, run the first Midnighter arc for all of you; it's well-written, fun to play, and unlocks the Midnighter Club. Continue with these and Hollows missions. At level 15, head straight for Faultline; everything there is as polished as the very latest in Midnight Club / Cimerora missions. At level 20, you have another story arc available in the Midnighter Club. By the time you're done with Faultline, you should be level 25 or thereabouts. At that point, your friends should easily be familiar enough with the game. The next track of arcs can be found in Striga Isle; also, don't forget Ouroborous at 25.
With the Hollows, Faultline, and Striga giving you a solid backbone for 5-29, any gaps left can be filled in by radio missions, Safeguards, midnighter stuff, or even task forces and trials.
When you hit 35, you get hit in the face with a twenty foot saucepan, serving up delicious content. RWZ and Cimerora are the beefiest of the lot. They will take you to 50 without complaint.
All that said... I do wish it wasn't necessary to ignore huge bits of the game. I'd love it if the old 1-40 content in CoH was given a do-over to match CoV.
EDIT: I completely forgot about Croatoa. Completely, utterly forgot. ...Make of that what you will. >_>
I'm more worried about the effect this sort of crap will have on newbies. It's not an issue if you're solo, but if you're teamed, a series of dull missions that only reward the owner are very offputting. -
Quote:So turn the difficulty up.Often once people have exemped for a TF they have something to gripe about. Some loss of a power means they can't be as good as everybody should know they are
. The change will make things easier for them whilst it'll be more rampant fun for everyone else. The level of mobs are set to challenge people of lesser ability so in terms of challenging it becomes less, and if you liked challenging then that becomes a reason. I was falling asleep in the team I was in this morning.
I regularly do TFs on unyielding/invincible, so presumably you can still do this with the new difficulty system.
There is absolutely no reason not to be level 38 on manticore with your secondary tier 9 for example, or 44 on numina with some epics. -
Quote:Yeah, I lowballed the performance shifter proc very early on and I found that QR with that slotted was insufficient for my end needs, but when I added the miracle unique in the late 20s I was fine other than in really intense fights solo. Add in CP and I can fight pretty much indefinitely. I may respec as I haven't used aid self in months.Yes but where does it say the OP is looking for an exemp build? It doesn't so a lvl up build maybe the thing or the suggestion that the OP may want to take their armours early in leveling up to tank to their satisfaction.
Both yours and Heracleas are just as playable to me, well at 50, although I would do something different myself. I play WP/DB anyway. I can't help but notice that you differ with taking toggles early to the point of including tough.
I found the lower level survivability was much improved by tough. The level of the enhancements is not exactly as listed, most of the key ones are around 35, so most of my defences were in place by the mid 30s.
The point about the low level TFs is that in I16, getting XP while exemped and keeping powers, there is no reason not to wait till 5 levels above the top of the range before doing them. -
Teamed with a couple of friends, I'm magic origin so have the right contact at level 12 to get the fortune teller mission.
So I go to Trevor Seaborn and get in order:
Go see David Wincott
Hunt 10 CoT
Hunt 10 hellions
Hunt 10 hellions
Security chief for Boom/10 clocks in Boom
Hero Corps analyst
Security chief for Skyway/hunt 10 trolls
This is not what we were after, my friends gave up and logged half way through.
Please sort this crap out if you want people to actually play dev created content. -
Quote:Remember in I16 you will keep powers gained up to 5 levels above your exemp level.I couldn't be leaving Mind over Body until 22. When it could be in by 16 so easily, although not that late neither, 10 or 12 would be the latest. It's nice to actually exemp and perform as best I think. Heightened Senses in before Moonfire's max level as well but then I'd want to be with it for Synapse.
Mine looks like this: Yes the smashing haymakers would be the 4 non proc kinetics if I had them, the force feedback procs make a huge difference. I'm close to the defence softcap cap for exotic damage so am best against things that do mixed S/L and exotic damage, rikti etc where I get to defend against the exotic and resist the S/L. I haven't added the accolades into the build, but do have them.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Colonel Angus: Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(3), Numna-Heal:50(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Knock%:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(7), F'dSmite-Acc/Dmg:40(42)
Level 2: Mind Over Body -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(7), Aegis-ResDam/EndRdx/Rchg:50(9), RctvArm-ResDam/EndRdx:40(9)
Level 4: Haymaker -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(15), P'ngS'Fest-Dmg/Rchg:30(15), P'ngFist-Acc/Dmg:25(17), P'ngFist-Acc/Dmg/Rchg:25(17), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(42)
Level 6: Indomitable Will -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(43), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 8: Rise to the Challenge -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(19), Mrcl-Heal/EndRdx/Rchg:40(21), H'zdH-Heal/EndRdx:40(21)
Level 10: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Knock%:35(13), F'dSmite-Acc/Dmg:40(13)
Level 12: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(23), P'Shift-End%:50(25), P'Shift-EndMod/Acc/Rchg:50(40)
Level 14: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25), Aegis-ResDam/EndRdx/Rchg:50(27), S'fstPrt-ResDam/Def+:30(27)
Level 16: Fast Healing -- Mrcl-Rcvry+:40(A)
Level 18: Heightened Senses -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(29), GftotA-Def:40(29), GftotA-Def/EndRdx/Rchg:40(31)
Level 20: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), F'dSmite-Acc/Dmg/Rchg:40(50)
Level 22: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(31), GftotA-Run+:40(31), GftotA-Def/EndRdx/Rchg:40(33)
Level 24: Combat Jumping -- DefBuff-I:50(A)
Level 26: Taunt -- RechRdx-I:50(A)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(34), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(46)
Level 30: Aid Other -- Heal-I:50(A)
Level 32: Strength of Will -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(37), Aegis-ResDam/Rchg:50(46)
Level 35: Aid Self -- IntRdx-I:50(A), IntRdx-I:50(36), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:50(37), Dct'dW-Heal/Rchg:50(37)
Level 38: Foot Stomp -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), C'ngBlow-Acc/Dmg:50(39), Erad-Dmg:30(39), FrcFbk-Rechg%:50(40), FrcFbk-Rchg/EndRdx:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Dmg-I:35(45)
Level 47: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(48), Det'tn-Acc/Dmg/EndRdx:50(48), Det'tn-Dmg/Rchg:50(48), ExStrk-Dam%:20(50), FrcFbk-Rechg%:50(50)
Level 49: Super Jump -- Jump-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet -
If like me you have more vetspecs than you know what to do with, or have a freespec spare, there is a further wrinkle. Once you have 50K, buy 10 49-53 SOs at WWs for 5K or less each. Respec and sell them for full shop price (500K+ if you buy the right ones). This gets you enough capital to do some more serious stuff on the markets if that's your plan.
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Quote:Have you considered the new earth set for I16, I couldn't make up my mind whether to do earth/earth or plant/earth. Hard hitting ST set with some nice wrinkles.Ok so I have been bouncing around an idea for a new Earth dom. I already have an Earth/Fire at high lvls. A budding Earth/Energy. However with GR I know I want to make an Earth dom to take to the good side.
I am however torn between Earth/Electric, Earth/Ice, Earth/Psi. The problem I am having is that they all seem to do different things really well. I have a lvl 50 Fire/Psi, a 40ish Ice/Ice, and a Mind/Elec in the 30s. So I have some familiarity with all sets involved.
I like the Feel of Earth/Elec for running in while mobs are flopping and face pounding them. Also love the graphix with /Elec and especially with I16 coming.
Earth/Ice is a great mix of everything in my primary makes you easier to hit and my secondary slows you down.
Then Earth/Psi which has better -rech then ice but is a greater handicap in damage. Ice also gets Power Boost, but PSI gets that mighty AOE. Note I don't have a problem with PSI's damage.
So any one run any of these combos? Any ideas? Again I'm not looking for "I CAN SOLO AVs" here just hoping that something can tip the scales. Because it will make choosing a secondary for my new plant dom that much easier.
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Quote:Forget carp melee, I want a fish blast/devices blaster called the Tunabomber.Seeing as how I live next to the Aquarium I hereby declare myself suitably fishy to post wherever I wish.
And if you have a problem with that then I'm going to set my level 50 Carp Melee Stalker on you.
Fear the Assassin's Trout!!!!!!!!
Brit here, but play a lot in UK mornings so with a load of antipodeans. -
Heraclea's build is completely bizarre, why slot for positional defence when you already have all the typed defence.
I don't have mine in mids, but I run at around the softcap for F/C/E/N and about 30% S/L. This is not difficult, basically I used kinetic combat, aegis and eradication as my key sets to get the bonuses and a set of gaussians plus tough/weave and a steadfast. -
Quote:You can store a lot more by bidding on something that doesn't exist like a lvl 53 IO for a multibillion amount.2 billion is finite and not that hard to reach. Just have to say, this is false.
If you look at some of the screenshots of the serious marketeers, you'll see several 1-2BN bids on these IOs. -
There seems to be a misunderstanding of how defence works.
90%+ of the time, there is no need to have more than 45% def. None of my 4 softcapped /SRs have elude at all.
Why ?
Well to simplify, the to-hit equation is (50% - (def - def debuffs) + to-hit (buffs - debuffs)) clamped min 5% max 95% x multipliers.
The multipliers are things like accuracy and level difference and mob rank.
Unless there are defence debuffs or to-hit buffs involved, 45% is the same as 145%.
Level difference is irrelevant until you get up to +6s where a to-hit buff gets added.
A slotted out /SR will have 90%+ defence debuff resistance, so slightly over 45% will prevent problems with defence debuffs. My elec/SR has happily tanked the ITF where almost all attacks debuff def. -
Quote:Actually I'd disagree with this, take a defence based scrapper (elec/shield would be even more awesome) and slot as an offensive powerhouse using the cold shields to cap you. A /fire scrapper would take considerable effort and slotting to get decent defences to get you close to the softcap with the shields (which add maybe 18% slotted out), although it can be done.I agree with Minotaur. If it isn't too late to re-roll or if you have additional slots, roll something resistance based. If you want something exotic, go dark armor or fiery aura. Both of these would benefit much more from the +def of your cold dom friend.
A lot of people do enjoy elec/fire for its AoE goodness, and again, you would be quite powerful from a low lvl with buffs from your friend.
To reiterate, Elec melee is very AoEcentric and weak in the Single target department, but it is still a strong set.
If you are prepared to invest a sizable sum, then /fire or /elec will rock, but otherwise go with a defence based one and slot for added offence/recharge. -
You can sort of get the mission for yourself, get it on an alt, find a friend, have them enter to hold the mish open, swap toons, have them invite you, get the badge. Your alt will get the temp item if you complete the mission.
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I love my elec/SR, but I don't need a /cold corruptor to softcap me. What I would do if I knew I was always going to team with that toon would be to slot sets purely for recovery, regen and recharge. Use their shields to softcap you (check they're going to take them, some don't), let frostwork boost your hits. No need for weave although I might take tough. Your aim would be to get lightning rod recharging as fast as possible.
Elec melee gives you some nice AoE and mitigation, it's one of my favourite brute/stalker sets. It dovetails pretty well with /SR in that if you need time to fire off aid self or take some insps due to a couple of lucky hits, you have tools to buy you the time.
Dark is not the ideal primary for your mate's corruptor btw, you don't need the -to-hit, many other things would be better.