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Posts
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Joined
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[ QUOTE ]
How to waste months of development time the NC way!
Err why would I waste my valuable playtime for less reward just cos a player wrote the mission text ( which frankly I don't read anyway ). Why not just take a loaded weapon point it at your foot and pull the trigger it would probably have much the same effect.
[/ QUOTE ]
I totally agree with this ^^
Not only have they stopped being bothered about adding new content to the game, there not even giving out full mission rewards for missions the players that can be bothered are making.
I seriously hope the and more part at the end of the announcement really means MORE not just something silly like "we're adding more badges earned, badges"
More Co-op zones, hero TF rebuilds, SG base upgrades, PvP content and all the old bugs should be fixed before this imo. After all, bar the Co-op zone bit all the other 4 have needed looking at for years. -
I agree with everything Gamete has said bar his advice on the 6th slot of a power. IMO you want the touch of death proc in everything bar AS instead of more accuracy/damage etc. An extra 72 negative energy damage at least every 8 hits is not to be sniffed at. Everything else he's spot on with.
Just got to add LOL @ picking hover just for a LotG set. Seriously unless it's for concept it's a total waste of a power choice as a stalker.
This is your build but i've jigged slots and enhancements about.
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[ QUOTE ]
Don't listen to him, it is a conspiracy. They shot JFK, too.
[/ QUOTE ]
Sorry but.... LMFAO -
Level 40
Team Name: Mighty Morphin' Flower Arrangers
Team Captain: @Rent - Stalker - Evil Rent
Team Player 2: @Sweet Chilli - Defender - Teslavolt
Team Player 3: @Shen - Scrapper - Bam
Team Player 4: @Infurnus - Tanker - Cryofurnus
Team Player 5: @Lauren - Controller - (can't for the life of me remember and not this weekend to ask) -
It was something like the "NC Coin" or something similar which was going to be universal and was coming in the near future..... That was a while back though, it might of been canned.
*Edit* It's not been canned, just for Exteel at the moment
Linky -
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Just one thing i'd like them to do extra in i13.
Dev's..... While you're tinkering with Cimerora to add the new content etc. Can you fix the lag on the ITF please? We all know it's something other than everyone's ISP's and it really makes a great TF a chore.
That is all -
Thought i'd do the honours
Source
Good morning Players!
I wanted to be the first to let you all know that the primary feature list for Issue 13: Architect is now live! That said, Id like to take this opportunity to talk to you about some of the new features, more in depth.
First off is the issue name, Architect. I liked the correlation that the name has between some of the improvements we are making to bases (in the way new things are purchased for them) and to our Mission Architect feature. Players can now be architects of their own story arcs that other players can play. When I first mentioned this system in the 4th Anniversary post, I had no idea how wildly popular that single concept would be. The thread that followed that post had a plethora of ideas of how such a system could, and should work from a players perspective.
With virtually no information to go on, some people very much underestimated what would be possible with the Mission Architect. Some got it spot on, and some people wanted features that were simply impossible to get into the system at launch. Even so, we are very proud of the system as it stands. Players can make their own story arcs using a customized version of the tool used by our mission writers, in some cases rivaling our own internal tools in ease-of-use. I am really looking forward to playing the stories you all create with this amazing tool!
I should probably take this moment to talk about what the Mission Architect is not meant for. It is not meant for easy leveling or badging or farming. Those are things that we specifically wanted the Mission Architect NOT to do. This may be a disappointment to some, I know. The goal was to give creative minds an outlet to tell the stories they have in their heads. We didnt want the system clogged with Farm missions, so actually finding someones story that they lovingly crafted became more a chore than it was worth.
To that end, the Rewards in the Mission Architect are something we, ahem, discussed with raised voices time and time again. How much was too much? How little was too little? What limits needed to be put into place to stop farming? Should we even have such limits? Etc. In the end, we have a system that we believe is the best suited for what Mission Architect was made for, and is not abusable. Time and testing will tell if that is really the case though. Like the Invention System, there will be many iterations on the Mission Architect to make sure we get it right before it goes to the Live servers.
Next I want to talk about Day Jobs. This started out as a kind of secret identity system, but we wanted to save the term Secret Identity for a system that fit that name better. Day Jobs works well because it is what your character is doing when not being a Hero or a Villain. Its their day job. A character who logs out in the Hospital is assumed to be working in a medicinal capacity, and they will receive a themed bonus when they log back in, that sort of thing. We even made it possible to have your characters Day Job to be On Patrol or Committing Crimes, just in case you couldnt envision your character having a normal life while you were not actively playing them.
There are plenty of other features in Issue 13: Architect as well, like the new powersets, including the much requested Villainous Version of Empathy called Pain Domination. Were also adding some great new missions to Issue 12s Roman Zone Cimerora, as well as a brand new reward system that will hopefully see the end of necessary Task Force farming trying to get that one specific Recipe you have been dying to get. The Issue 13 Feature List explains more about that. Well be announcing more specifics of each of these features between now and the beta testing for Issue 13.
Finally, I want to tell you about two Booster Packs that will be available in a month or so. Many players have requested the ability to buy the 30 day temporary jetpack that comes with the new City of Heroes Game Cards. Once the retailer exclusive period ends next month, we are making the same jetpack available for purchase for $4.99 (which is the cost difference between the one month game time and the $20 Game Card price). We are also excited to launch our Super Booster I: Cyborg Pack for $9.99. This pack has an awesome set of costume pieces, emotes, auras and a power. Well be sharing all of the details shortly.
So thank you players for the enthusiastic support and I cant wait to get these new features into your hands and to answer your questions about Issue 13 over the coming months and at Hero-Con in October.
Happy hunting!
Matt Positron Miller
Lead Designer, City of Heroes/Villains -
When the time is right :P
Also, i support that time frame KS. I don't want a "tournament" ending in a week, kinda defeats the object -
Alvan....
I can assure you that you won't be winning by default..... In heavyweight at least -
Sorry SpikeyShane, I had totally forgot about this thread... Your looking at 800mill inf for the build i first did, pretty expensive.
Cymro, as Clawd said, your revised build was a lot better. I do however agree with the comments made by him and Nine_claws. Stealth as a power, when not going for the stealth cap is pretty pointless as for 10 mill inf or so you can get almost the same amount of stealth which gives you an extra move to pick.
As for the other points:
Stamina, I always recommend, even on regen you can never have too much end.
Hasten, again always recommended, even if your attack chain is fast, it can be faster and more recharge = safety net incase of slows
then onto MoG..... I love the new MoG, it's a great power but it's always been like marmite. You either love it or hate hit.
I've done a build here for you. The cost is probably close to 1 billion so it's going to take a lot of hard work getting it but with 807% regen base and 72.5% recharge without hasten (which basicly means you have double hasten at all times) will make all that effort worth while.
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Claws/regen: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Dmg/EndRdx/Rchg:50(5)
Level 1: Fast Healing -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(7), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(9), Mrcl-Rcvry+:40(23), Mrcl-Heal:40(36)
Level 2: Slash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(9), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(11), Hectmb-Dam%:50(13)
Level 4: Reconstruction -- Numna-Heal:50(A), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(15), Numna-EndRdx/Rchg:50(15)
Level 6: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc/Rchg:50(19), P'Shift-Acc/Rchg:50(19), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(34)
Level 8: Spin -- Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Dmg/EndRdx:50(21), Sciroc-Dmg/EndRdx:50(21)
Level 10: Dull Pain -- Numna-Heal:50(A), Tr'ge-Heal/EndRdx/Rchg:30(23), Numna-Heal/Rchg:50(25), Numna-Heal/EndRdx/Rchg:50(25), Numna-EndRdx/Rchg:50(27), Tr'ge-Heal/Rchg:30(27)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(29)
Level 14: Super Speed -- Run-I:50(A), Run-I:50(36)
Level 16: Integration -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(31), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal/Rchg:50(33), Heal-I:50(34)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Health -- Heal-I:40(A), RgnTis-Regen+:30(33), Numna-Heal:50(33), Numna-Heal/EndRdx:50(39)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(29), Efficacy-EndMod/Rchg:50(36), P'Shift-End%:50(48)
Level 24: Resilience -- Aegis-Psi/Status:50(A)
Level 26: Eviscerate -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(37), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(37), Armgdn-Dam%:50(48)
Level 28: Instant Healing -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(39), Dct'dW-Heal/Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal/EndRdx:50(40)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42)
Level 32: Shockwave -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(34), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(43), Ragnrk-Dmg/EndRdx:50(43), FrcFbk-Rechg%:50(43)
Level 35: Follow Up -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+:50(A), LkGmblr-EndRdx/Rchg:50(42), LkGmblr-Def/Rchg:50(46), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 41: Focused Accuracy -- Rec'dRet-ToHit:20(A), EndRdx-I:50(46), Rec'dRet-ToHit/Rchg:20(48), Rec'dRet-Pcptn:20(50)
Level 44: Laser Beam Eyes -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dam%:50(50)
Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50)
Level 49: Super Jump -- Jump-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Getting this also.... It's not just team invites though, a global channel invite cause me to crash too
-
Going on the estimate of 10 teams entering there will be at least 17 matches with it being double elimination... Definitely too many to have in one weekend, 5 matches maybe?
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[ QUOTE ]
Full rules will be posted today, once I've had a chance to look through what KS has sent me.
As far as prizes are concerned: there will be prizes, however the exact details will be reliant on how many people register. I have, for example, some signed art books from the CoV collector's edition available, however I won't be able to include them in the prizes unless there's a good number of teams participating.
[/ QUOTE ]
Just had to point this out, he said add to, not only so there could be titles up for grabs
Besides this tournament has nothing to do with NC really so my previous point still stands. -
Surely we should be grateful for any prize or prizes given? Better than GR saying to KS your not having anything for grabs.
-
I know this is a PvP subject but it's also a suggestion :P
I'm taking part in this event for nothing more than fun, but, i'm aware there will be prizes given to the winners. So, how would you guys feel (if you won) about the extra "prize" of fighting a 5 man team of the Freedom Phalanx played by the community support staff, just like it was during the CoV launch event on test.
Now you'll probably get destroyed by them but how many people in the CoX community can say they've had a pentad match against Statesmans team? On top of that it'll be really fun.
I can't see any problems with this seeing as it will be on test. Feed back please -
Forgive me if these have already been mentioned but didn't seen them on my skip through...... Only things i can think of at the moment is:
1) Being able to feely move your enhancements from slots to tray now IO's are around and can't be combined.
2) Some kind of level up buff for side kicks. If there mentor gains another level. Seeing your boss kicking [censored] with his new found strength would inspire any self respecting side kick to give the extra bit more. -
Unfortunately, Globey is right, there's no such thing. However, you can do a lot better with the build than you have, not bad for a first time though.
Import this into your mids and have a look at the difference. I've done this in 5 minutes so it isn't the best but it'll give you an idea of what can be done
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Paradox: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(7)
Level 1: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(7), Mrcl-Heal/Rchg:40(9), Mrcl-Heal/EndRdx/Rchg:40(45)
Level 2: Reconstruction -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(9), Numna-Heal/EndRdx:50(11), Numna-EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(34)
Level 4: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(15), P'Shift-End%:50(15)
Level 6: Slash -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(17), Hectmb-Acc/Dmg/Rchg:50(17), Hectmb-Acc/Rchg:50(19), Hectmb-Dam%:50(19), Mako-Acc/Dmg/EndRdx/Rchg:50(21)
Level 8: Spin -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(23)
Level 10: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(23), Numna-Heal/EndRdx:50(25), Numna-EndRdx/Rchg:50(25), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx/Rchg:50(27)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(29)
Level 14: Super Speed -- Run-I:50(A), Run-I:50(31)
Level 16: Integration -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(31), Numna-EndRdx/Rchg:50(31), Numna-Heal/EndRdx/Rchg:50(34)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(33), Numna-Heal:50(33), Numna-Regen/Rcvry+:50(46)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(33), P'Shift-End%:50(34)
Level 24: Resilience -- ResDam-I:50(A)
Level 26: Eviscerate -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(36), Armgdn-Dam%:50(37), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 28: Instant Healing -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(29), Numna-EndRdx/Rchg:50(37), Numna-Heal/EndRdx:50(39), Numna-Heal/Rchg:50(39), Numna-Heal/EndRdx/Rchg:50(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(40)
Level 32: Shockwave -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(40), Ragnrk-Acc/Dmg/Rchg:50(40), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Knock%:50(42)
Level 35: Super Jump -- Jump-I:50(A)
Level 38: Moment of Glory -- DefBuff-I:50(A), DefBuff-I:50(43), ResDam-I:50(43), ResDam-I:50(43), LkGmblr-Rchg+:50(45), RechRdx-I:50(48)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(46), ImpArm-ResDam:40(46)
Level 47: Focused Accuracy -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(48), AdjTgt-ToHit/EndRdx/Rchg:50(48), AdjTgt-EndRdx/Rchg:50(50), AdjTgt-ToHit/EndRdx:50(50), Rec'dRet-Pcptn:20(50)
Level 49: Follow Up -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Just a quick question, Are we going to have set match dates or is it going to be like last time where we had to organise our own matches before a certain date?
I only ask as my tank has just told me he's on holiday till the 6th of Sept -
I just thought i'd add my build to this as it's a PvP build that works well in PvE. A prime example of Serio's comment.
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Paradox: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(5), Mako-Acc/Dmg/EndRdx/Rchg:50(7)
Level 1: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(7), Mrcl-Heal/Rchg:40(9), Mrcl-Heal/EndRdx/Rchg:40(45)
Level 2: Reconstruction -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(9), Numna-Heal/EndRdx:50(11), Numna-EndRdx/Rchg:50(11), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(34)
Level 4: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(15), P'Shift-End%:50(15)
Level 6: Slice -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(17), Sciroc-Dmg/Rchg:50(17), Sciroc-Acc/Rchg:50(19), C'ngBlow-Acc/Dmg:50(19), C'ngBlow-Acc/Rchg:50(21)
Level 8: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(23)
Level 10: Dull Pain -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(23), Numna-Heal/EndRdx:50(25), Numna-EndRdx/Rchg:50(25), Numna-Heal/Rchg:50(27), Numna-Heal/EndRdx/Rchg:50(27)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(29)
Level 14: Super Speed -- Run-I:50(A), Run-I:50(31)
Level 16: Integration -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(31), Numna-EndRdx/Rchg:50(31), Numna-Heal/EndRdx/Rchg:50(34)
Level 18: Hurdle -- Jump-I:50(A)
Level 20: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(33), Numna-Heal:50(33), Numna-Regen/Rcvry+:50(46)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(33), P'Shift-End%:50(34)
Level 24: Resilience -- ResDam-I:50(A)
Level 26: Disembowel -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(36), Hectmb-Acc/Dmg/Rchg:50(36), Hectmb-Acc/Rchg:50(36), Hectmb-Dmg/EndRdx:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 28: Instant Healing -- Mrcl-Heal/Rchg:40(A), Mrcl-Heal/EndRdx/Rchg:40(29), Numna-EndRdx/Rchg:50(37), Numna-Heal/EndRdx:50(39), Numna-Heal/Rchg:50(39), Numna-Heal/EndRdx/Rchg:50(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(40)
Level 32: Head Splitter -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), M'Strk-Acc/EndRdx:50(42)
Level 35: Super Jump -- Jump-I:50(A)
Level 38: Moment of Glory -- DefBuff-I:50(A), DefBuff-I:50(43), ResDam-I:50(43), ResDam-I:50(43), LkGmblr-Rchg+:50(45), RechRdx-I:50(48)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(45), ImpArm-ResDam/EndRdx/Rchg:40(46), ImpArm-ResDam:40(46)
Level 47: Focused Accuracy -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(48), AdjTgt-ToHit/EndRdx/Rchg:50(48), AdjTgt-EndRdx/Rchg:50(50), AdjTgt-ToHit/EndRdx:50(50), Rec'dRet-Pcptn:20(50)
Level 49: Parry -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I can't find the source but i remember castle saying that he forgot about the blaster version and it will be changed soon.
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I've had another look and i'm pretty sure you can not get 71% on both melee and ranged defence. I have after a little play now got these totals.
melee:79.9%
ranged:20.4%
AoE:75.7%
Again, that's without the T9 kuji-in retsu, maneuvers or weave.
maybe range was mistakenly quoted instead of AoE and therefore ranged being the lowest. -
From what i can gather it's the hero version of domination but instead of more damage it gives you a better hold which works well with containment
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Didn't even see that he said he had 71% to both melee and ranged, i'll have another play!
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ooops, i guess that's because i've got the unofficial update to mids with the proliferated power sets, totally forgot.
Yes divine avalanche is included in those totals because it exactly equals 71% with everything else and this morning seemed to be the most logical way to achieve it. there maybe other ways but i do think this will be stalk_obots route also.