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Posts
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Joined
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SunGryphon mentioned it as part of command line switches, but it bears mentioning separately: the /maxinactivefps command is a lifesaver when running multiple instances. I use /maxinactivefps 3 but use any low number that's not 0 to make your machine work a lot less.
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My first customizations won't be color related at all. I'm going to use all the new animations available for Super Strength. In particular the odd double-fisted Knockout Blow that looks like you should be holding a tennis racket in the costume creator preview is pure 100% undistilled awesomesauce with a shield on your arm. Seriously, it's the most bad-*** shield strike you can imagine.
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First let me emphasize I love this game. That said, I can't see the point in making a City of Heroes movie. It seems to me that the two main reasons you'd make a film is either that it has a compelling story or it has a built-in fanbase that you want to cash in on. The fanbase of CoH is decent in terms of being a profitable MMO but might as well be nonexistent in Hollywood terms. Interview 100 random folks and the odds will be extremely high that none of them have heard of CoH. Contrast that to WoW that has millions of fans. I could see Uwe Boll hired on to do a WoW movie.
In terms of story, the CoH canon is certainly pretty rich as a game world setting but nothing special in terms of creating a screenplay. I just fail to see why anyone would consider a CoH movie a potentially profitable venture. -
Quote:But yeah, you activate, 59 seconds you activate another one, going into double rage, then 59 seconds later you activate a third, two seconds after which the first one fades, leaving you with two still.Quote:Doublestacking rage is actually better for damage even considering the crashes, and the recharge going towards this also brings your big hitters up much more often boosting damage further.
There's not much point *not* to doublestack rage unless all you're doing is solo farming.
[snip]
Now, the crash is terribly annoying to deal with... That's the whole design of Rage, an overpowered buff balanced by annoyance.
Quote:I usually six slot rage. With Gaussians. The defense bonus is too nice to pass up on any toon that actually cares about defense. Plus they're relatively cheap and easy to get, and can be slotted earlyish in your career, which makes the bonus that much nicer.
On any toon with defense based protection, when I'm trying to soft cap them I always first thing look for a space I could stick the Steadfast Protection +3%, and the second thing I look for is somewhere I could stick Gaussians. -
I took Electrifying Fences as a set mule and to enable me to get Ball Lightning. I tend to use Electrifying Fences only in a very specific situation: to do a little more damage because a bunch of minions have a sliver of health. It does modest damage and what damage it does do is as a DoT, not a great combo. The only time I work it into my attack chain in a systematic way is when I've got Kin backup so that I don't have to worry about my End bar.
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Just realize that early on SR is going to feel squishier than builds that are a mix of resistance and defense like Willpower. My SR scrapper was pretty "meh" until the early 40s when a combination of being able to layer on some pool +Def powers and slotting for defense started to pay off. At that point you go from mild underperforming to nigh unkillable.
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Quote:You build fury via incoming attacks (which don't have to hit) and your attacks. Your attacks build Fury much more, on a per attack basis, than incoming attacks. Thus quick attacks like Brawl are ideal for building Fury.One other thing I noticed is unless I'm running Brawl on auto my fury generation is pitiful, usually less than 25% of the full bar, but with brawl all of a sudden I can get 50%+ pretty easily. I don't see how that one attack makes that much of a difference.
Quote:The thing is though I don't like running Brawl on auto fire because the end cost does add up especially on top of everything else and it's really bad in the lower levels -
Quote:If I understand this post and SnowGlobes then even though playerA paid 15.00 but chose to play 40 hours of a week and accomplish the "Ungodly reqs". PlayerB chose to use their 15.00 and play for 10 hours a week yet playerA should get the same reward as playerB after having invested 8 fold the time for the same badge?Quote:Because your "PlayerA" type is not a long term subscriber. They burn out quicker than the others. Many of the same players are leaving the game and had made the decision to do so before this was announced.
Quote:Those requirements should never have been put in place without determining if the requirements were achievable through normal play. The Developers guessed. They didn't know what it would actually take to get the badges. Players were never meant to get the badges through farming.
I'm sorry that hardcore badgers feel that the reduced requirements devalue their achievements. In fact, that's a big reason why Castle has allowed this problem to fester. Luckily Synapse has the attitude of "if the requirements were borked to begin with, they deserve to be fixed." -
Quote:Wait.... are you allowed to use the tag feature for anything except snarky passive aggression?I've added the new player tag to your post, as I have with several others. If you click on it, you'll see many posts that pose a similar question. Perhaps you can gain even more insight from some of these.
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Quote:The other slot has got Gladiator's Shield Res in it. EDIT: the reason I'm slotting for resistance there is that it's basically giving me the equivalent of a second Tough. Looking at real numbers in game, Tough is giving me 17.09%, Deflection is giving me 15.59%.Your build shows two empty slots in Deflection when I load it. I'm not sure what the second empty slot is for, but as is, you are not soft capped. Your defenses are 40.2, 41.5, and 40.5%. None of which will cap with an extra 3%.
I run this brute every night and I have the combat monitor on screen showing my positional defenses so I can assure you this build is above the softcap to all positions with no teammates. I'm in game right now, and the numbers are 45.13% melee, 46.40% Ranged, and AoE 45.46%
Quote:Also, the datablock you posted is for my build, not yours. I had to copy the post itself and have Mid's import that.
Quote:And I'd like to note that my build is working very well in practice. It just seems crazy to spend the Inf you're planning to spend on Foot Stomp and end up with worse performance than my slotting, which is literally hundreds of millions less expensive for that power alone.
EDIT: also, you have only a RechRdx in Active Defense. If you switch that to a Membrane, it'll enhance your Def Debuff Resistance. Base DDR at lvl 50 from AD is 17.30%, but with a Membrane it's 20.76%. -
Here's my current build. Like the OP's posted build, the empty slot is for the Gladiator's Armor 3% unique, which puts this build above the softcap for all positionals.
It's got 7% less recharge than the OP's build, but uses no purples. I don't really understand why the OP's build used so many HO's; seems like a tremendous amount of straining against ED limits. This build also has something like 40% more regen which works very nicely once you get all the +HP accolades.
I also strongly recommend frankenslotting Foot Stomp. It's your bread and butter for AoE, and you want to max the recharge as much as possible. This build's FS will be up more often than the OP's due to its significantly higher recharge. You'll also love having the greater End reduction with this slotting. When SS is heavily slotted for recharge it becomes an End-sucking machine of epic proportions. EDIT: see also my slotting for KO Blow. Same recharge and damage as the OP's slotting, while using half the End.
EDIT: not sure why the DataLink isn't working. Including data chunk as a workaround:
Code:Villain Plan by Mids' Villain Designer 1.401| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1411;714;1428;HEX;| |78DA9D93CB4F534114C6E7D296429F20944769A1B4BC1F8546178A89260A24189A4| |01AD400522B8CB4492D4DEF6D82AEDCB873E54257EE7CAED568F43FF0895BF53FF1| |51CF39DF405C7B03DFEFCE99EFBBF7CC746E767F3EA0D4EDB3CAF29F2F176C3B7FA| |E5677744BB6EE149CD25E2594AD2572370A76D129D84E69DBAB948A8A239FD565AD| |D3B97A55D7F239A7A62BBB4E3186A9797D5D576C9A2C967479E770D8BE54296AF23| |9E9C31BDFCADE5E399DAB6ABD1390DBC59253D1B61D3483DDA253AAEC626A5917AA| |34882C544BDB69D3413D9FA5AE74ED660FB5354EFF494B99ABE151EB8451D5B4016| |C0ADC57802D412C2F784F1BA02C936AA39B8C6AEE14B444806E425CF91A7419FD40| |190B99260BE666980378C24732B8CC435D67241F5AB2F875A10B82636BE28B5E14C| |C2C483145EA310BF01414CF745E03B6053D3B829816644A82614A794DCA8B5414A9| |7EA4FA911A442A85549222AD4859AD93520A009FA8773F7A57FE39825BA914B9836| |6C1C16F4D6C6BFB0EFC103493216C42E131798E974AED2859ED6B58F52A7694663A| |30E3EAB827F9A1846486EECB68F401409E88EC73C3137924A5AEC7C01341CF53849| |F0932CF055FA8FF6EA454377E95CF54EAB5BC52EA1D9437F1A80FEB577D7129B9A8| |14378B8C9F9060FFAC20755C304E3A60767AE0966412FBC01F7975A22118AC63C3E| |FC8E82BBD3C6952C99F524AFD128CFCC632111E45785AB9186E6A66D89CA0619FBC| |7EC40F040413412024980E0BAE52760CEF728FBD902EC65F02AF80D78289378202D| |9278D7D12F629D8A7609F827D1AF62EEA296D7EB7344EC10C4EC10CF63983C37040| |2B9E358761163331F7D1B7497FFC0D2DFF5B71496EC56DBE442A59388C8BECB2561| |442FF7FBD3DFACA5B577D749723516B2C97787899659D65836B9B2C5B2C7996C6BB| |C061AFE193DCD029963996D32C77D9E4F593F859022C4196104B98A58DA583A58B2| |5CAF290A5F117F2D90306| |-------------------------------------------------------------------|
http://www.cohplanner.com/
Click this DataLink to open the build!
Mr Smashtastic: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(29)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), S'fstPrt-ResDam/Def+(9), Empty(11), Empty(11)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Rchg+(7), LkGmblr-Def/EndRdx(13)
Level 4: True Grit -- RgnTis-Regen+(A), Mrcl-Heal(15), Mrcl-Rcvry+(15), Numna-Heal(19), Numna-Regen/Rcvry+(27), Mrcl-Heal/EndRdx(48)
Level 6: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(50)
Level 8: Knockout Blow -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Active Defense -- HO:Membr(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Heal/EndRdx(19)
Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(37), GSFC-Build%(50)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Against All Odds -- EndRdx-I(A)
Level 28: Boxing -- Dmg-I(A)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(36)
Level 32: Foot Stomp -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), M'Strk-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(46)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), LkGmblr-Rchg+(48), Zephyr-ResKB(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
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Quote:By all means go for it. I'd first read ThugsRus's guide, since he made his pretty recently and you'll want to make sure you're not simply echoing the same stuff.I would like to put together a SS/Shield guide as it has turned out to be one of the funnest toons I've played.
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Quote:That's true, but will be changing at least a little bit when the next paid expansion, Going Rogue comes out. (No announced timing on this; I expect it to go into beta in a month or two and be released some time in Dec-Feb.) The devs announced at San Diego Comicon that they want to add a challenging end game.All of this. Also, don't rush to 50 (the max level), because this game is all about the journey, not the end. Especially for new players.
It won't be like the end game in WoW, I'm quite sure. I don't play WoW but from what I gather, the end game raids are so all-consuming that it's common to focus on just one character for extended lengths of time. This game encourages creating and enjoying lots of different characters and I'm positive that won't change.
I just wanted to chime in on this because COH is often summed up as being fun to do with lots of alts but lacking anything resembling end game play. It'll be nice to have more to do at the level cap when Going Rogue comes out. -
I second the vote for ParagonWiki. I would also suggest not getting involved with the current trend of boss farms in Architect Entertainment (AE). It's tempting because it's a fast way to level, but ultimately you'll be shortchanging yourself, not seeing most of what the game has to offer.
Of course, when the next game update (issue 16, or i16 for short) goes live, the boss farms will end because they're changing the XP rewards for them. Powerleveling won't end, but that particular type will.
Anyway, welcome aboard, and don't be shy about posting other questions in this forum. It has an amazingly knowledgeable group of players that monitor it. -
Quote:First, a disclaimer: I understand this is just a game and everyone should just play how they like. You're certainly welcome to your "mix it up and ignore SB" play style.unfortunately i disagree with the above poster regarding sb. i guess i take it personal, but a good fire/kin killing machine doesn't stop every minute and a half to 2 minutes to sb everyone. he should be busy in the mix with the tank rocking everything.
For those reading who want to maximize XP gain, the above strategy is stupid and shortsighted. Speed boost gives huge recharge and recovery buffs. What will result in more XP for you: not taking out the 30 seconds to SB your team every 2 min, or 7 other players having dramatically sped up attack chains and never running out of Endurance?
Not SB'ing your team makes about as much sense from an efficiency standpoint as a MM not upgrading his pets.
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Quote:I could not agree with you more!!!! I mean, look what happened when they nerfed Family XP due to all the farming: everyone quit the game! It was terrible!only took 5 years for the nerf... the devs (shakes head) are shooting themselves in foot... I understand the AE nerfing... I really do... and I agree with it....
but to, again, nerf XP on standard content mobs is really a BAD idea. Who cares if some players farm Freaks...
If this tunnel vision, laser sights dont change, the game will not survive.
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Quote:Clockwork are all 1.2.are there any groups left that actually give higher than standard xp? I'm thinking everything in the shadow shard should at least be double.
Tsoo are 1.2
Longbow vary but are mostly 1.1.
Lots of groups have higher mods for LTs and bosses, like CoT. But I don't see any high level groups besides Longbow that are consistently higher than 1.0. I don't see data in Culex's tables for Vanguard but I'd guess they're > 1.0. EDIT: I didn't see data for Rularuu either, which leads me to believe they're set at 1.0, which if true is absurd. My SR scrapper votes to give those Eyeball bosses a 9000 XP mod. -
Quote:Not according to Culex's spreadsheet. They're 1.0 across the board unless they've been changed since last year.I'm no kind of numbers guy, but isn't the Council already one of the lowest anyway?
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Quote:Let me second the offer, if you're on Freedom. I think trial accounts are restricted in sending tells, so if you do create a character on Freedom post the character name here. It'll be easier for me to find you than vice versa, I suspect. If you create a villain I'll be on Mr Smashtastic. If you create a hero I'll likely show up as Blazing Larb.If you do end up joining Freedom give me a shout on my global @SoulTouch, I'd be more than happy to help you around!
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Quote:I agree the bonus XP was out of line. But I think lowering it to 80% is perhaps too much. Although when you compare them to several other late-game groups, I guess I can see the reasoning.I never really got why the Freakshow gave out more experience than other groups. They're not really any tougher than other groups. In fact, they've always been easier for me since my characters tend to deal energy damage.
So: let's start a pool for how long it's going to take for Council (and I guess 5th Column) to get hit with a similar XP reduction. -
Quote:They don't do it co-op. They fight Hami in The Abyss, a zone connected to Grandville.I also remember hearing about villains supposedly being able to go fight Hammidon. What ever happened to that?
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If that's a good sale, I'd hate to see it selling at full price!
*RIMSHOT* -
Quote:I'm partial to Fire (and man can you make it look awesome using the i16 color customizationsEveryone always says Fire when it comes to blaster AOE, but in reality Fire has less AOE ability than either Archery or Assault Rifle.
), but Archery and AR are quite effective. On my AR I went with Energy as a secondary for Boost Range. You can stand waaaay back and those lovely cones just hit entire spawns.