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Posts
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Joined
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I haven't played in RV in a while, at that time it was the chance for placate proc that broke psi. Is it still true? Other than that...
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Been running 11.2 for a couple days now. No more freezing.
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I've had similar problems (not only 11.6, but 11.5). On another thread, somebody said it didn't happen with 11.2. So, I've downgraded to 11.2 and haven't had the crashing issue for a couple days now (it would crash several times a night).
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I have an I5 with an ati 5870. Ran fine previously. Now with more memory (had 4gb, now 12gb), newer drivers, I crash every so often. Also, although it does mostly happen during graphically intensive scenes, it crashed during a load map scene.
One of the posters above mentioned 11.2. So, I downgraded my ati drivers to 11.2 and I haven't experienced the crash since. However, it has been only a few hours. -
Good set mule. Or de-aggro yourself in a pinch.
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A hovering, sexy girl character, with heels and a short skirt firing off Hail of Bullets.
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One of my favorite combos that I used to play a lot before altitus. In that, I have discovered a few things:
Putting the two targetted AOE procs and the slow proc in creepers doubles its damage output. (Roughly)
Putting the other procs doesn't help that much as the frequency is less than the Targetted AOE and Slow powers.
Fulcrum seems to only boost damage when the creeper vines (aka the tentacles) are present in carrion creepers. So, the course of action is to creep first and crum later.
Get some stealth (enough so that mobs do not see you so stealth plus stealth IO). It's hilarious to watch the patch catch up to you after passing mobs. Be careful though, the mobs will aggro to you first then the tentacles (in most cases).
Get Roots the AOE immob and spam it. -
For all power sets paired with claws/thorns/spines/dp/did I miss something power?/etc (basically, every power that incurs a redraw animation), have an alternate animation that includes the paired weapon.
I see that darkest night with dp has this. Why not everything else? -
A quick search didn't show that this problem has already been reported.
Anyways, most times when I use Darkest Night I see my character animating it, but no activation of the power. I usually have to click a second time before the power is actually activated. Kind of annoying since the animation isn't exactly the quickest in the world. -
Gonna try this one. I use Paralytic Radial Flawless.
I know, no fluffy, but I am working on a different build that uses him as well as Black hole lol. It has it's uses for farming.
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Primary Power Set: Dual Pistols
Secondary Power Set: Dark Miasma
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Pistols -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Dam%(9), Apoc-Acc/Rchg(11)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Heal/HP/Regen/Rchg(13), Nictus-Acc/Heal(13), Nictus-Acc/EndRdx/Heal/HP/Regen(15)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3)
Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitDeb/Rchg(15), DarkWD-Rchg/EndRdx(46), DampS-Rchg/EndRdx(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 8: Maneuvers -- LkGmblr-Rchg+(A)
Level 10: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(19), Amaze-ToHitDeb%(40)
Level 12: Assault -- EndRdx-I(A)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(27), LkGmblr-Def/EndRdx(50)
Level 18: Hover -- LkGmblr-Rchg+(A)
Level 20: Fearsome Stare -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/Rchg(21), Cloud-Acc/ToHitDeb(23), Cloud-ToHitDeb(23), Cloud-%Dam(48)
Level 22: Boxing -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(37), Hectmb-Dam%(40)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), GA-3defTpProc(25), Aegis-ResDam/EndRdx(25)
Level 26: Weave -- LkGmblr-Rchg+(A)
Level 28: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(29), Posi-Dmg/EndRdx(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
Level 30: Swap Ammo
Level 32: Bullet Rain -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/Rchg(34), Posi-Dam%(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/EndRdx(36), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Hail of Bullets -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(40)
Level 41: Dark Consumption -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-%Dam(46)
Level 44: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A)
Level 50: Cardiac Core Paragon
Level 50: Clarion Core Invocation
Level 50: Paralytic Radial Flawless Interface
Level 0: Frenzy
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Acc(11), P'Shift-EndMod/Rchg(27)
Level 30: Chemical Ammunition
Level 30: Cryo Ammunition
Level 30: Incendiary Ammunition -
Maybe a pistols/dark corr. It's got -to hit and -dam and -regen with a strong heal. Also -res with the patch. The pistols part brings the AOE along with a little utility in -def and more -dam.
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In my experience, targetted AOE fires with the same regularity as the slow.
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Very cool. I would suggest to add a rather unique effect to the hold powers. The effect truly freezes time for those caught in the time hold. No recharge, no regen, no nothing.
Also, they will take no damage and are not affected by buff debuff (or other status etc.) effects for the duration of the hold. Makes sense since they are frozen in time.
However, and a big however, any damage and effects that are cast on them are during the hold, come due immediately after the hold finishes. So, they are frozen in time while the team can stack attacks and effects that trigger as soon as the hold stops. Wham! -
I posted a suggestion here:
http://boards.cityofheroes.com/showthread.php?t=259976
Basically, allow slots for swap ammo, those slots additively apply to DP powers.
Slow enhancements will apply to all powers when using cryo rounds. Chemical and Pyro rounds will allow extra enhancements of set types allowed for each power. Case in point, targeted AOEs will only enhance powers that except them.
Knockback when no special rounds are chosen.
This should provide a small damage boost and allow a little extra enhancements for special effects. -
Hey All,
I like playing the Dual Pistols set, but have been a little underwhelmed about the swap ammo ability. I realize also the dual pistols doesn't necessarily bring it home has far as damage. So, here is my suggestion to fix both, but more or less change the mechanic of the swap ammo ability.
Here it goes:
First off, allow enhancement slots to be placed into the swap ammo power. The slots will take enhancements reflective of all the possible slotting options that all DP powers have. Targeted AOE, PBAOE, knockback, slow and ranged.
Now that we have slots there, what do we do with them? Well, when the swap ammo power is activated, and a special round is selected, each power will accrue the extra slotting from swap ammo power but only the set types from slots that make sense for each power and only the slots with set types that make sense for the chosen round.
For example, if I slot a ranged IO into swap ammo, then only powers that accept ranged IOs will receive the extra slot has a bonus. Of course, DR and ED still apply.
Ultimately, this allows more enhancement flexibility. A complete example, suppose I have a slow dam proc, damage/slow IO, Decimation build-up proc, Positron Acc/Dam IO and an Oblit Dam. Now I hit swap ammo and change to cryo rounds. All powers will now receive extra slow dam proc, and the damage/slow IO.
If I select chemical, or fire, then all enhancement types except slow and knockback will be considered for extra slotting for DP powers. Chemical of course adds the chemical affects, and fire the extra damage in addition to the potential extra slots from allowed set enhancements. The Decimation proc goes to both ranged powers (Pistols, Dual Wield), while the Posi goes to Empty clips, Bullet Rain, and Piercing rounds. Oblit goes to HoB.
I guess you could consider Swap Ammo as similar to the Alpha incarnate slot. However, the affects only apply to powers that can receive the appropriate set enhancement and only if a particular round is selected.
When no rounds are selected, then the knockback enhancement is applied to all powers -
Seems solid.
#1 Unresisted damage on AS. Don't fault this request because it broke certain aspects of the game. Fix those and this is good and balanced.
#2 I love it since it is similar to my old idea on criticals. Basically stalker 'fury'. Increases while hidden, although in my idea it did more damage automatically, but an increased crit chance or more damage is more or less the same thing. Increased crit chance or damage is gone the second a stalkers aggro anything.
#3 Sounds fun. -
Whatever one you can get the very rare to first.
However, status protection pets are probably best for controllers. -
I am wondering if this is working now with the new patch. I've noticed my creepers are doing the procs now (awesome). It appears the bramble procs it too.
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Yep, limited number of stacks. It's as epic as it gets. Btw, it appears the bramble patch in creepers also procs. Very cool, this is about a 75% damage increase for me.
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Quote:I would not replace the swiftness proc with the jav proc. They fire with same frequency so there is no benefit to having one or the other.A couple questions concerning my plant/storm build.
I have the following in creepers:
2 Nucleolus, Posi Dmg Proc, Impeded Swiftness Proc, and 2 recharge IOs.
Would you replace the impeded swiftness or one of the recharges with the Javelin proc?
2nd question is regarding roots. I currently have a full set of enfeebled operation slotted - which has some very sweet defense bonuses. Just wondering about the pros/cons of losing that defense for some additional damage via the Posi Blast set.
The best solution is it to have all three which I do. Heck, I also had the immob and the knockback one as well but soon discovered they did not improve damage as much.
True that you need to have creepers up as often as possible, but if you do have some decent recharge, then I would say it is ok to lose one of the recharge IOs. You don't need to cast patch on top of patch (although it is a nice damage boost with double the vines).
I play differently though, so take what I say with a grain of salt. Creepers is my damage power. I have found that I can destroy an entire spawn of +0 X8 with one cast of creepers and using no other powers. Literally, just standing there doing nothing (need def for that though). -
Creepers needs more procs imho. What works well is the targeted AOE ones. I have studied the frequencies of the procs in creepers and found that the targeted AOE ones proc as often as the slow. So, there are two procs to put in there, posi and javelin, in addition to the slow. You could put more, but the immob and knockback ones just don't proc very often.
I don't remember the amount of damage enhancement I have in mine (at least one dam/rech maybe two), but proc damage outweighs normal 2 to 1. I even buff my vines with FS (which is very tricky BTW).
I think optimal would be something like 3 procs plus two dam/rech and one acc/rech or one dam/rech and two acc/rech (still researching how much acc/rech helps). -
Achievement: T4 LORE PET!!!!
(Dis)Achievement: Did trials so fast, didn't know that very rare was, er, very rare. -
Use the chat logs. Best way to be sure.
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I read somewhere that a mob will go after the lowest hp opponent when all things are equal. I can attest to this when playing my controller.