Roderick

Renowned
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  1. Quote:
    Originally Posted by Crindon View Post
    Oh I knew that.. I was gonna make temp toons on those slots.. transfer them and then deleted them..
    That wouldn't work; it would just move the character, leaving the slot behind and wasting the transfer. That's why you need to have an open slot on the destination server.

    Once a slot is placed on a server, it's there FOREVER. There is NO way to move it. That's why there's the big popup with red text and all caps warnings before you can place a slot.

    You have 7 slots on Guardian, and always will. Customer Service can't even do anything about it.
  2. Transfers move characters, not slots. If you still have characters on Guardian, then you need an open slot on the destination server to move the character to. But slots, once placed on a server, can never be moved to another. Those slots will ALWAYS be on Guardian.

    Oh, and based on what you posted earlier, you should have 2 (base) + 2 (for Going Rogue) + 2 (for the i12 grant) + 6 (one per year) = 5 unclaimed + 7 placed slots. You weren't counting the two base slots, that's where the "extra" came from.
  3. Sounds pretty likely. If you ever redeemed any slots on Guardian, then yes, they are stuck there.

    Easy way to check is to click on the Guardian server (and any others you've played on in the past). If any of them have slots that say "Create Character", then you've redeemed at least one slot there. If they all say "Locked", you've never assigned a slot to that server.
  4. You get 2 slots to unlock on any server when you switch to Premium, plus 1 for each slot earned or purchased. It doesn't matter where they came from. If you assigned any of them to servers while VIP, they remain tied to those servers.

    When you drop to Premium, you'll have two types of slots to work with: Server Slots and Global Slots.

    Any slots you had previously assigned are now Server Slots. When you first drop to Premium, all your characters will be locked, and if you have any Server Slots on that Server, you will have one unlocked empty slot for each of them. When you try to play a locked character, it will ask for confirmation. If you agree to unlock the character, one of those empty Server Slots locks, and the character becomes permanently unlocked. The only way to use that slot to unlock a different character is to delete the one in the unlocked slot, or to resubscribe and drop to Premium again (relocking all your characters).

    The two slots you get as a Free or Premium player, plus all previously earned slots that haven't been assigned to servers yet become Global Slots. If you try to create or unlock a character on a server with no empty Server Slots, it will ask for confirmation, and if you agree, it will permanently convert a Global Slot to a Server Slot on that server. That slot can NEVER be converted back to a Global Slot.

    As Honbrid said, some of those slots that you're expecting to see are probably already converted to Server Slots on one or more servers. If you had the ability to make more than 12 characters on any given server, that server has (Total Slots as a VIP - 12) Server Slots already assigned to it. On those servers, you can unlock one or more characters without using any of the 5 Global Slots you were seeing.
  5. Quote:
    Originally Posted by DreadShinobi View Post
    Double xp is meh. Double inf is win.
    Double? Are you crazy? With all those people in a mad rush to slot up their new level 50s, it's more like 10x Inf!

    Oh, you were talking about drops? *Adjusts monocle, sips tea* Never mind then. Carry on.
  6. To sum up what's already been said, and add my 2 Inf:

    1- Brutes and Scrappers get identical base Defense and Resists. Brutes have higher resist caps, but no SR is going to get close to the resist cap without outside buffs or inspirations.
    2- Brutes and Scrappers have identical base Regen and Heals. However, both are based off your HP total, and Brutes have higher base and cap. Therefore, Brutes can survive the hits that get through better, regen those hits faster, and (if they take Aid Self) heal themselves for more.
    3- Brutes have the lowest base damage in the game. Average levels of Fury will put a Brute and Scrapper at even damage levels based on SO slotting and no buffs. Damage buffs are based off base damage, so the same buff gives a bigger boost to the Scrapper. On top of that, Scrappers have a higher buff scalar than brutes, so they get a bigger bonus than Brutes. For example, Scrapper Build Up adds 100% to their base 1.125 damage, where Brutes add 80% to their base 0.8 damage, meaning that a scale 1 attack performed with Build Up in effect deals scale 1.44 damage on a Brute and scale 2.25 damage on a Scrapper.
    4- Most Legacy power sets that get Proliferated get long-standing issues tweaked, but if the tweaks involve reordering the powers, only the new AT(s) get reordered. Brutes are the newcomers in this case, so they get the better power order, and have all their most important powers by level 20. Waiting for Quickness is a drag, but far better than waiting for your AoE defense. Katana isn't going to lose much by waiting for Quickness anyways.
    5- (Not applicable to Kat/SR) Damage auras Are an exception to #3 above - they're better in a Brute's hands.

    Short version:
    Kat/SR Scrapper does more damage, faster, and at a consistant amount. They are weak to AoE attacks for over half the leveling process.
    Kat/SR Brute does less damage, and has to ramp up to it, and is slower for a good chunk of the middle levels. However, they have solid defenses to all positions before they get SOs, and survive better on equivalent slotting.
  7. Quote:
    Originally Posted by Miladys_Knight View Post
    Castle's Turret

    Acc/Dam/Rech
    Acc/Dam/End
    Dam/End/Rech
    End/Rech/Range
    Acc/Dam/Range
    Proc 2% chance per target hit to cast a 10 second break free effect on the caster

    set bonuses

    2 - 2.5% recovery
    3 - mag 3 KB protection
    4 - 5% global range increase
    5 - 5% global recharge
    6 - 3.5% defense to ranged, 1.75% defense to energy

    Done and done. Let's get it created devs.
    I'd say that was overpowered, but that beat up Overpowered, stole its lunch money, and kicked its puppy on the way out.

    Seriously, five triples? And those set bonuses? Not gonna happen. That's better than a purple set.
  8. Quote:
    Originally Posted by blueruckus View Post
    The newer rifles, steampunk and celestial, are available to SoA so they must be how is that explained? It would be appreciated of from this point forward they made all new models proliferated to all appropriate sets.
    Maybe Z knows:

    Quote:
    Originally Posted by Zwillinger View Post
    I'm honestly not sure why it wasn't ported over. Could be animation, could be any number of reasons.

    I'll go ask someone.
    Hmm.... He doesn't, but he's going to find out. Patience, grasshopper!
  9. Quote:
    Originally Posted by Aquabladez View Post
    Seems some of you forgot about the HO nerf coming in i22 :P
    Elegost hasn't been around enough to know about the Hami changes, and I was too busy struggling with my crappy phone and copy/pasting our conversation from Facebook onto the forums to remember to remind him. Here's his updated, i22 Hami-O friendly build:

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  10. Quote:
    Originally Posted by DreadShinobi View Post
    You can convert threads and inf into iXP if you have extra and want to move it along faster.
    Yeah, but then you won't have threads to convert into salvage to fill those slots with.

    If you're not a heavy raider, it's better to just let the iXP build up at the normal rate, so you've got the stuff to slot once they do unlock.
  11. Quote:
    Originally Posted by TheDeepBlue View Post
    I believe they use the Kheldians as fuel in the future. They're not doing that yet.
    They use Kheldians as fuel now. In the future, they use something else, because they've used up all but one of the Kheldians, and Twilight's Son just isn't worth $1,000,000/gallon.
  12. Roderick

    Numina Question

    Quote:
    Originally Posted by Xyzor View Post
    In 'always-on' or toggle powers, the effect is not technically perma. It just has a chance to fire every time the power ticks, which is every 10 seconds. I guess the right way, semantically, to phrase it would be that the proc chance is perma in auto powers, which is what you may have meant anyway. I just wanted to clarify, just in case.
    In toggles, the procs with 100% chance and 120 sec duration (+regen, +recovery, stealth, etc) turn off when the toggle does. This is VERY important to note in toggles that count enemies near you, like Rise to the Challenge. If there's nothing near, the system treats the power as if it were off, and the proc shuts down too, until another enemmy gets near.
  13. Positron's Blast is a good set. The problem with it is that it's the ONLY (non-Unique) good set in its category, and its bonuses aren't what every build needs, not are its enhancement values.

    If more TAoE sets were added, I'd still use Posi's Blast. I just wouldn't ALWAYS use ONLY Posi's Blast.
  14. Go to Ouroboros, do the "Rescue the Fortune Teller Mission" - 5 minutes (plus travel time)
    Go to Atlas Park, Galaxy City (Echo via the portal in the back of Ouroboros), Perez Park and two locations in Kings Row for the History Badge- 10 minutes if you know where to look (Get the map pack from VidiotMaps if you don't know)
    Kill lots of Werewolves and Vampires - an hour or two to do the arcs in Striga (gets about 1/4 to 1/2 the required amount) plus 30-60 minutes to do a Moonfire TF (easily gets the rest)
    Jump on top of the globe in Atlas Park for the Top Dog badge - 10 seconds.
  15. At any level, you can open your contacts window and click "Find Contact", and there will be at least one contact with missions ready for you. They won't always be the best contacts, but there's some there.

    However, you shouldn't need to go searching for contacts at this level. At level 20, several contacts introduce themselves to you, and remain active until level 30. They're all newer contacts, so their arcs are better writing than some of the old stuff, and some of them tie directly into the current happenings, so you'll be less likely to look at new releases in the future and go "Huh? What's going on?"
  16. Quote:
    Originally Posted by InfamousBrad View Post
    Hmm. I'd be more likely to go Brute and pair Katana with Reflexes than with Regen, but I assume you have your reasons.
    And a pretty good one too: He's mentioned this character a few times before. It's kinda his main. It's a little late to roll it as a brute, since I got the impression he's been playing it for years.
  17. Quote:
    Originally Posted by DreadShinobi View Post
    For a MM I would reccomend Cognitive Interface (12% confuse, 75% DoT). Since each of your pet's attacks have a chance to trigger Interface it is quite easy to stack the confuse and damage. It is also relatively uncommon compared to Reactive Interface which many other ATs will prefer.
    I don't have an Incarnate level MM yet, but that sounds amazing. I'll have to remember that one!
  18. OK, here's what Elegost had to say on the subject:

    -------------------------------------------------------------------------
    Elegost's Katana/regen build: No pvps, no ATOs, no catalysts.

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    While I've been retired from CoH for the last few months, Roderick told me about this idea and I figured I could help Zwill out, since he's such a groovy guy (who does pvp, don't let him lie to you).
    You'll probably notice that these higher end builds typically build almost identically, there are only so many ways to make a beautifully crafted katana/regen. It's unfortunate that you don't want Soul Mastery, however (Shadow Meld is a beautiful tool to add to your arsenal).

    Anyway, this build is, as earlier, quite similar to Aqua's (my nemesis! rawr), it sports 25%ranged/aoe defenses, and a bit over 45% melee with 1 application of DA.
    DA is slotted as an attack (As well as for +Def), and has enough recharge that it and Gambler's Cut can be cycled if you need to really rack up the defense quickly (this is useful when you've been hit by a -def debuff or two. The overstacking helps keeps up with the debuffs if you need it). Hasten isn't technically perma (5% short), as it requires two lvl 50 IOs and 82.5% recharge in sets with t4 spiritual, but it's probably close enough.
    It currently sports assault, but that could be switched with Veng just as easily, depends on the person (I would rather have assault).

    It can run the optimal attack chain, as Aqua's does - with or without DA mixed in wherever you want it.

    Resilience has the extra resistance slotted into it to get s/l res over 30%, Integration is slotted the heaviest for regen (between it, FH, and Health), because it's base is the highest, so you get the most regen per power by slotting it the heaviest. FH is next priority because it also has your resistance to regen debuffs (Now, when this was added I was still in game, and the slotting increased the res%, Mids isn't showing this change, so I'm not sure if that's intentional or not - purely due to my being away, FH still can have those 2 slots either way).
    The HOs used are lvl 52s for essentially maximum efficiency, and SJ has the slow resistance unique - an essential for every /regen. Recharge is king.

    As far as incarnate powers go:
    Alpha: Spiritual Core. There is nothing better than recharge and regen for you.

    Lore and Judgement are up to you, but I most commonly see Radial Void for its -dam debuff. Dead is a pretty good debuff though, so it's whatever floats your boat.

    Interface: Reactive Radial. The -res stacks very well with your achille's heel proc that will be up ~80% of the time (if I remember right). (You really should consider getting a -res gladiator for GD).

    Destiny: Rebirth Radial. Cycle this with your IH for very long uptimes of very high regeneration rates. If you use both at the same time, you can even regen-cap yourself for a bit if you think you need it (or just for teh lulz).

    Between your layers of defenses, resistances, hp cap, huge passive regen, and even your heal if attacks still get through, you will be extremely hard to kill.
    ~~

    I would consider the ATO set, but since I've been gone I'm kind of stuck in the past. Depending on the set bonuses, it would probably be swapped out with the oblit 6 set in flashing steel (or lotus drop if the endurance reduction is higher than oblits). I imagine that would change things around a little, but the core of the build is essentially the same.

    Note: The damage and tohit numbers are inaccurate with tactics turned on because the Gaussian proc is active. If you want to see either of those numbers accurately remove that IO from tactics, but keep tactics toggled on.

    ~Locked in the past, out of this world.
    Elegost
    ----------------------------------------------------------------

    I just got another message from Elegost, asking me to add this link: http://boards.cityofheroes.com/showp...7&postcount=80

    There was a discussion a while ago about top-end katana/regen builds, and this post has the three that were generally considered best. The thread has a lot of good discussions in it.
  19. OK, guess I misread the OP. The use of the word "shift" in it made me automatically think "level shift".

    Quote:
    Originally Posted by Hopeling View Post
    51+ enemies definitely give more XP. That's why farmers turn up their difficulty.

    It's worth noting that level 54 enemies are often worse xp per unit time than 53s or even 52s, even if you have no trouble hitting them and are at no risk of being defeated. They give more XP per defeat, but also take longer to defeat.
    Someone (I think it was Arcanaville) did the math to find the "sweet spot", and found that 52s were generally the best return. Higher level than that, the effects of the purple patch reduced efficiency to the point where the extra XP wasn't enough to compensate. With many 50s being level shifted, I wonder if +3 is now the sweet spot?
  20. Zwill, I have a friend who has a build to add to the discussion, but he's temporarily on a Premium account, so:

    1- Can I post his build in proxy for him?
    2- Could the thread be moved somewhere Premiums can post?
    3- Is this contest intended to be VIP-Only?

    Quote:
    Originally Posted by DrGamma View Post
    Have ATIOs been included in Mids yet? I don't think so... If that's the case, it might be cooler if you extended the deadline until that happens...
    No, ATOs aren't in Mids' yet. You could simply leave a power blank with instructions to slot the appropriate pieces in the accompanying post. And I could be mistaken, but with all Z's "I22 is coming Soon" posts, I suspect that the Friday 24th, winner announced on Monday 27th, build slotted and pwning DA on Tuesday 28th is one of those obscure Z-hints.
  21. Roderick

    I need an Archer

    Quote:
    Originally Posted by Hyperstrike View Post
    FF/Arch defender. Properly built, you're soft-capped to ranged and AoE and one Luck away from it in Melee. Properly played, they never get near you long enough to inflict appreciable damage (lots of "GET THE **** AWAY FROM ME!) powers to make them back off.
    Interesting idea. I like it, and may try one.

    EDIT: I think I'll be making a slight change though: A FF/Arch/Mace defender can get themselves to 50+ S/L/E defense while Hovering at a very reasonable speed with very minimal effort.

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  22. If the tip tries to send me out of the zone I'm in, I ditch it. Otherwise, I'll run anything.
  23. Quote:
    Originally Posted by JakHammer View Post
    According to the WIKI we are All using the wrong 'official' terminology.

    The WIKI suggests ------- ATE (do they taste good or just Bite?)
    ------------------------------ or AE (that one would cause No Confusion, right?)

    http://paragonwiki.com/wiki/Archetype_Enhancements

    Still I do agree having a single common referent for these enhancements will avoid confusion, and any use of IO in that referent really is misleading.

    Jak
    The devs and Zwillinger call them ATOs. That's good enough for me.
  24. Quote:
    Originally Posted by _Klaw_ View Post
    All unlocked power sets stay.
    Not quite. Some powersets (All four Going Rogue sets, Time Manipulation, and the upcoming Darkness sets) are "VIP Power Sets". These sets are unlocked automatically for VIPs, and must be purchased on Premium accounts. Since you bought Going Rogue, you'll keep those four powersets, but you CAN'T buy Time Manipulation while VIP, so when you drop to Premium, you'll have to pay to unlock the set, or lose access to your Time characters until you unlock the set or resubscribe.
  25. I'm just annoyed that I got a Very Rare in one of my packs that it's impossible for me to use without spending more money. The Rifle should be useable at least by Assault Rifle (which is available to all accounts), and probably to Arachnos Soldiers too.