Vitality

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  1. How do procs work in taunt auras?
  2. I believe...but I'm not completely sure...that SD/DM is the best Tank for soloing AV's.

    I've taken down Chimera with my WP/SS Tank...but it took a long time.
  3. I have an old Game Elements controller that I currently use for CoH. However, it's old and it's starting to not work correctly.

    I have Xbox 360 wireless controllers that I used for Champions Online...but they don't work for CoH.

    I'm looking to get a new one and I'm wondering which ones work for CoH.

    Thanks in advance.
  4. What if this was slotted in Rise to the Challenge?

    Does it only have the chance to activate when you toggle it on...or does it have the chance every tick?
  5. Vitality

    Maneuvers FX?

    Quote:
    Originally Posted by _Pine_ View Post
    Just goes to show that people will find just about anything to complain about. Even the lack of things to complain about is grounds for complaining.
    Yes, you're are exactly right. I was searching and searching for something to complain about and I found it. Thankfully, because I didn't think I could go much longer without complaining.

    Thanks for hitting the nail on the head.
  6. I'm sorry if this exact question has been asked...I searched and found a bunch of threads for selling and buying this Proc.


    Does this Proc really work in the same way that Performance Shifter Chance for +End works if it were slotted in an auto power such as Fast Healing or Physical Perfection?

    Do I really have a 20% chance to heal and get endurance every 10 seconds?
  7. Vitality

    Maneuvers FX?

    Quote:
    Originally Posted by BrandX View Post
    I'd say you're wrong on that.

    But here's the thing. You say you only care about the looks, but then how do you deal with all those powersets with graphics attached to them?

    Do you not roll ELA, FA, EA? Those options to hide INV, WP, SR, REGEN graphics...yeeeaaah, havent had those options for even half the time those powers were available.

    I use Hasten on a character with Hasten...I don't think their hands glow, I think it's just an effect of the power to let the person know they activated it. It's not that hard to live with.

    Now of course, some will incorporate such graphics into their characters, but I know I never thought any of my Regen characters where glowing bright green everytime they healed damage, as part of their concept.
    Sorry for assuming.

    I only play one character. I think that's the reason why I care about the look so much. So no, I don't use those other powersets...but even then, I would only use something if I had a concept for it.

    Also...I did use Willpower back when it first came out...as that's when I first made my character. The glow of WP wasn't too bad (as at the time...it was the lesser of two "evils" between WP and Invuln)...although I was definitely pushing for the option to remove FX back then.

    Again...in my opinion...a pulsing purple shield is very intrusive.

    Anyways...we're getting to the point of arguing opinions...and I don't care to do that.

    I find it intrusive...others don't. I completely understand that.
  8. Vitality

    Maneuvers FX?

    Quote:
    Originally Posted by Aett_Thorn View Post
    I get that to the OP it's a problem. I also wouldn't mind if the Devs created a "No FX" version of every power in the game. I'm just surprised that the OP has chosen two of the least offensive visuals in the game to complain about when there are so many worse offenders out there.
    Sorry...I would have probably chosen more...but I can only go by what I have used and seen personally. Hasten would be one of them, but I gave up on that power because of its FX some time ago...and I already started a suggestion thread about Rage FX removal.

    Also...it just goes to show how bad this game is on power FX when a constantly pulsing purple shield is one of the least offensive visuals out there.

    Again...I admit my post was more of a rant...so I'm not trying to start any arguments here...just hoping to get something done about power FX.
  9. Vitality

    Maneuvers FX?

    Quote:
    Originally Posted by RevolverMike View Post
    If he took weave he'd complain about the movements that his character makes upon activating the power.
    Your assumption...while humorous...is untrue...as I already have and use weave.

    Don't get me wrong...I absolutely know that I am in the minority here...as most players only care about numbers.

    The look of my character is tops for me. Whether I'm playing CoH or when I was playing Champions...the look is the most important thing for me. Although my OP was more along the lines of venting and ranting...FX (and hopefully the option to remove FX in the future) is something I definitely care about...because it does get to a point of where you really have to sacrifice for your look...and that is very unfortunate.
  10. Vitality

    Maneuvers FX?

    Why...why...why?

    Why does the purple defense buff FX have to CONSTANTLY pulse?

    Is this there so that people don't choose this power?

    I cannot stand having to make sacrifices because I care about the way my character looks.

    It was my plan to take Maneuvers over Combat Jumping because CJ has the constant smoke or whatever you want to call it...at your feet and arms (and Maneuvers offers more defense). Now I have to choose the lesser of two "evils" (and unfortunately the lesser power) just to keep my character with minimal FX.

    This is just crazy.

    Please explain why all pool powers have such absurd FX.

    The only reason I can think is because you really don't want people taking these powers.
  11. Quote:
    Originally Posted by Emberly View Post
    That is...by far...the most hilarious thing I've seen posted.
  12. Quote:
    Originally Posted by Arnabas View Post
    What I hear most often is that Norton-- being very conscious of his craft and a perfectionist-- wanted more input into how his character was being handled. When they wouldn't give him more leeway in determining his character's role, he opted out.
    Yeah, he basically rewrote the script of his hulk movie...so I can definitely see where he's coming from if this is the case.
  13. Wow...and you're only 3 posts in.
  14. I'm usually in the same range with Super Strength.

    Though, I'm only at level 29 with no global recharge.
  15. Regen is very survivable.

    However, it relies on great human reaction time...a good computer...and +recharge.
  16. I understand that this would differ depending on your build...

    ...but do you shoot for any "sweet spot" end/sec when it comes to net endurance gain?
  17. Quote:
    Originally Posted by Lady Sunflash View Post
    Activate 'Arcanatime' in the config options for Mids'.
    Ha...that's awesome.

    I appreciate the quick reply.
  18. I remember reading about the "real activation times" for Dark Melee.

    Does anyone have the numbers for Super Strength?
  19. Quote:
    Originally Posted by Prime313 View Post
    There are a lot of things wrong with this build.

    If you're looking for tanking, you may be better off rolling a tank so you can spare more slots for your attacks. As it is right now you are kind of missing the brute part of being a brute.

    You can probably spare some slots in endurance recovery for the sake of making your attacks more hard hitting.

    5 slotting rage for a 5% recharge bonus is kind of weird when you don't have hasten and don't have your attacks slotted well for recharge anyway.

    Hand clap is a poor choice, even for the AA set. You seem to be after tank stats, so why not save the money on AA and Armageddon to get the Glad 3%? There are far cheaper sets that still offer nice bonuses. In addition, the force feedback proc in foot stomp offers a significant increase in AOE dps. I highly recommend it.

    I'm not that big of a fan of 3 slotting combat jumping on a brute. It just doesn't offer enough defense to justify the slot when you have far better places for it.

    Fast healing slotting is kind of bizarre. I would 3-4 slot this with numina heal, heal/rec and heal/end.

    Even with the glad IO, you aren't at S/L soft cap.

    Consider finding a lot of slots. (I see 2 in fast healing, one in stam, one in superior conditioning, 1-2 in physical perfection depending on how long you expect fights to be, 2 in rage, 1 in combat jumping, and possible one in quick recovery again depending on how long you expect fights to be [if you do drop the 4th perf shifter, you are better off using the pef proc and 2 end mod IO's (or the end mod perf shifter if you want the 5% speed bonus)]) These slots should be used to 6 slot taunt with mocking beratement. There are nice set bonuses in there for you. The rest should be used to beef up your attacks.

    There's probably more to fix, but this should at least get you started on the right track.

    Post the data chunk next time and you will probably get more help.
    I'm confused.

    I mean...I appreciate you taking the time to assist here...but I'm looking for ways to improve the survivability.

    You talk about improving the damage of my attacks and comment on the recharge.

    The attacks...as slotted...get 85% damage enhancement. The difference between that and 99% damage enhancement is 14%...which is easily overcome with fury.

    The +recharge from the sets is actually there because kinetic combat doesn't offer that much recharge enhancement. So it's there because my attacks don't have much recharge.

    The slot for the +3% glad is empty because it's hard to come by in game. Basically there is none available for sale. So going for a lesser set in Hand Clap just to save the influence for the glad +def is not a problem...as I have the influence...just not the chance to get the glad.

    Even though 3 slotting combat jumping doesn't give too much in return...it's of my opinion that you get as much as you can when trying to reach a defensive softcap. After all...more survivability is what I'm looking for...and the +HP from LotG is much appreciated.


    "If you're looking for tanking, you may be better off rolling a tank so you can spare more slots for your attacks"


    This would be my "Tanking build". I have my solo "Brute build". Remember dual builds.

    I know that I'm not at the s/l defense soft cap. That's why I was posting here to find a way to get to that softcap.
  20. Quote:
    Originally Posted by Kyriani View Post
    No actually willpower was thematically designed for the "natural" type of hero. The guy who doesn't really have super powers or super tech to rely on but trains every day both body and mind to be the best he can be without the help of mutated genes, gama rays, or fancy armored suits.

    Willpower types of characters would be people like Elektra for example.

    Willpower could absolutely be played as Psychic armor.

    It's all about how you play it off conceptually.

    I use Willpower and use it conceptually in the sense that I am superhumanly durable and my abilities increase or decrease according to my "Willpower".

    A wise person once told me. "Don't let in-game descriptions ruin the way you play the game".
  21. Anything I should change, or could change, with this build to make it more survivable?

    The extra slots in MoB and IW are for the +def and +res enhancements. However, in game...they seem real hard to come by.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Vitality: Level 50 Mutation Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), Aegis-ResDam(11), Aegis-ResDam/EndRdx(11), S'fstPrt-ResDam/Def+(15)
    Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 4: Fly -- Flight-I(A)
    Level 6: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37), Empty(39)
    Level 8: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(34), Numna-Regen/Rcvry+(34), Numna-Heal(36), RgnTis-Regen+(36), Heal-I(36)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Empty(34)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(31)
    Level 18: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(31)
    Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 24: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(40)
    Level 26: Taunt -- RechRdx-I(A)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 32: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dmg/EndRdx(43)
    Level 35: Hand Clap -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(46)
    Level 38: Superior Conditioning -- P'Shift-End%(A), P'Shift-EndMod(50)
    Level 41: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(46), P'Shift-End%(46), P'Shift-EndMod(50)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    Level 49: Strength of Will -- ResDam-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/Rchg(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(17), P'Shift-EndMod/Rchg(21)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
  22. Admittedly...I run on an old laptop...so I know this is my problem.

    The revamped Atlas Park gives me severe lag issues. However, I grind through the first 5 levels quick...because I have to start in Atlas.

    I don't have issues anywhere else...which is nice.

    Will I run into the same problems with the new tutorial that I run into with Atlas Park?
  23. Quote:
    Originally Posted by Lothic View Post
    I actually realized that there was more to your suggestion than "I don't want to waste an extra minute traveling to a contact" for this.

    But I also realize there's more to it than the "fourth wall" problem Captain_Photon was describing as well. It's pretty clear the Devs chose to make the difficulty settings something you have to go to a contact to change in order to make it very difficult (if not impossible) to exploit the system by being able to change difficulty levels while in the middle of a mission.

    It's like it is in order to prevent any kind of difficulty exploit known or unknown. Sure it may be a crude metagamey way to do it, but as you've already concluded it's probably not going to be changed regardless.
    Sorry to group you...I just didn't actually want to call anyone out.

    You at least gave a good reason why it isn't or may never be changed.
  24. Think about it...

    Conserve Power is good if you're using too much endurance. However, Superior Condition "could" remove those problems with just the added End and end/sec.

    Then, if you have no endurance problems while running through your attack chain...the only other problem would be endurance sapping...which the performance shifter proc "could" potentially eliminate.

    Conserve Power does nothing against endurance sapping.
  25. Quote:
    Originally Posted by Necrotech_Master View Post
    superior conditioning is auto power that grants a max end increase which can be enhanced, it starts at around 5% increase when enhanced can get around 9.5-10%

    max end increase alternatively also increases end recovery since end recovery is a % of your end
    Even with Mids being wrong by giving it a recharge value and not labeling it an auto power...it's still superior just from the fact that you can slot a Performance Shifter proc into it...giving only Brutes and Stalkers the potential to have 4 Performance Shifter procs in auto powers.

    Again...in my opinion at least.